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Re: Version 2.0.46

Posted: Tue Apr 29, 2025 1:49 pm
by eugenekay
FactorioBot wrote: Tue Apr 29, 2025 9:44 amBugfixes
  • Fixed that indestructible entities on the space platform could consume asteroid damage before other entities on the same tile.
Is this indirectly related to 128219 ? It sounds like this is changing the Order of entities-taking-damage such that Indestructible entities are skipped / the damage is handed to the other destructible entities on the same Tile - this is good.

Would this Change have correctly lead to the Cargo Bay being destroyed (and thus, triggering the Mod’s removal of the indestructible entity)? The Mod has since updated, but I know there are other Mods which use this same indestructible behavior to make Space Platforms “invulnerable”, curious how that is affected.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 2:38 pm
by Quezler
eugenekay wrote: Tue Apr 29, 2025 1:49 pm Is this indirectly related to 128219 ?
Yeah it is (author of that mod here), indestructible entities are processed after all the other entities that can take damage in case the entities that died updated their invulnerability flag, as long as an invulnerable entity exists the tile will not be destroyed by any asteroids.

I don't think it affects any invulnerable space platform mods since the old behavior felt a bit random at times which of the entities on a tile it would try to damage first so those mods would have had to listen for the damage event in order to cancel it out via events regardless.

Personally i'm not aware of mods that make platform invulnerable aside from my own Shield Generator mod so i cannot check to confirm how they do it.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 2:39 pm
by jgraef
I just updated to 2.0.46 and I too have a bug where all rocket silos are stuck: There are ships in orbit requesting stuff, the rocket silos are set to auto and are already filled with the requested items and "waiting to launch rocket". But nothing is happening.

I fixed it by disabling auto on all silos and filling one manually with one requested amount. Then it immediately launched. Slowly I re-enabled auto on all silos and they seem to be working. As far as I can tell only Nauvis was affected - a rocket from Gleba launched fine without any manual intervention.

Attached is the screenshot and save.

This is my first bug report, so I'm not sure if this is the right place to report it, or if I should open a new thread. Please let me know if I should do so.

(Attached: Screenshot)
stuff

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 2:54 pm
by Loewchen
jgraef wrote: Tue Apr 29, 2025 2:39 pm I just updated to 2.0.46 and I too have a bug where all rocket silos are stuck
See 128447, don't make bug reports in release topics please.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 4:36 pm
by NOiZE
FactorioBot wrote: Tue Apr 29, 2025 9:44 am Minor Features
  • Added Space Age expansion filter to the mod portal explore pane.
  • Added "planets" and "character" tags to the mod portal explore pane.
  • Mod portal search results and mod info will show whether they require the Space Age expansion.
Great to see these changes, can we please expand on this, while in the mod portal explore pane and you have bookmarks only selected. Please let us sort by Recently Bookmarked, just like on the website.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 5:24 pm
by Aardwolf
The vehicle steering, balancing and fulgora cliff graphics are very interesting to me!

The stable version on Steam is still on 2.0.43, there haven't been any releases pushed to stable for a while, is it planned for 2.0.46 to go to stable eventually? Thanks :)

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 5:38 pm
by pantabo1
Dae wrote: Tue Apr 29, 2025 12:36 pm nodody care about exploit from speedrunner
thank you for your valueable input. this really changed my mind. i am a long time speedrunner who (while not using this mechanic) is kinda weirded out by this change, your comment really made me reevaluate my standpoint.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 5:57 pm
by Aardwolf
AntiElitz wrote: Tue Apr 29, 2025 12:14 pm Now, the end of the game is just ten minutes of going afk.
Perhaps they could add the ability to have a single manually-targeted gun on the ship, or ability to nudge it left and right, or something, to keep things interesting

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 6:18 pm
by Rahbek
FactorioBot wrote: Tue Apr 29, 2025 9:44 am Minor Features
  • Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
And another mod made useless by making the game better 🎉 Took you long enough :)
Aardwolf wrote: Tue Apr 29, 2025 5:24 pm The vehicle steering, balancing and fulgora cliff graphics are very interesting to me!

The stable version on Steam is still on 2.0.43, there haven't been any releases pushed to stable for a while, is it planned for 2.0.46 to go to stable eventually? Thanks :)
Also curious about that. I understand holding back on 2.0.45 but I'm looking forward to those changes hitting stable.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 6:50 pm
by Panzerknacker
Hefty update, stuff happening, good work

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 8:17 pm
by Chindraba
Rahbek wrote: Tue Apr 29, 2025 6:18 pm
FactorioBot wrote: Tue Apr 29, 2025 9:44 am Minor Features
  • Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
And another mod made useless by making the game better 🎉 Took you long enough :)
Aardwolf wrote: Tue Apr 29, 2025 5:24 pm The vehicle steering, balancing and fulgora cliff graphics are very interesting to me!

The stable version on Steam is still on 2.0.43, there haven't been any releases pushed to stable for a while, is it planned for 2.0.46 to go to stable eventually? Thanks :)
Also curious about that. I understand holding back on 2.0.45 but I'm looking forward to those changes hitting stable.
The change in vehicles will be a BIG one for me. The orientation switch from walking to driving is a skill issue I'm unable to master. This fixes everything.
(All praise to the controller users who've shown how 'relative', now 'heading', driving is popular.)
The change to piercing ammo is a big one and probably breaks, or damages, many science builds. I expect that 2.0.47 (yes the next one is already out) won't go stable until they're sure it is 'stable'. There may even be a balance adjustment to mil sci before my driving improves.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 8:42 pm
by Panzerknacker
Can you ustill drive the old way? The idea of having tte car 'snap' to one of 8 directions doesnt sound appealing to me.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 9:29 pm
by Rahbek
Panzerknacker wrote: Tue Apr 29, 2025 8:42 pm Can you ustill drive the old way? The idea of having tte car 'snap' to one of 8 directions doesnt sound appealing to me.
It's easy enough to check yourself by using Vehicle Snap Mod - it's in the top 30 or so of all mods for a reason. Granted that uses 16 directions by default, but you can switch it to 8 in the settings. And I can tell you from experience that definitely is an upgrade over vanilla driving mechanics.

As for for wube likely chose 8 directions I'm guessing it's connected to this:
FactorioBot wrote: Tue Apr 29, 2025 9:44 am Minor Features
  • Added heading car driving option for keyboard input method. Pressing in a direction will make vehicles automatically turn and accelerate to that side of the screen.
  • Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
Using WASD you can only aim into 8 directions anyways using the new heading option on keyboard - chances are their implementation for driving is build around that fact and likely a leaner implementation than what vehicle snap uses to make it work. But I'm sure a dev could enlighten us more than any guess work.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 10:11 pm
by Silari
Panzerknacker wrote: Tue Apr 29, 2025 8:42 pm Can you ustill drive the old way? The idea of having tte car 'snap' to one of 8 directions doesnt sound appealing to me.
The angle at which it snaps is part of every car prototype (which includes the tank) as rotation_snap_angle. Presumably setting that to 0 will turn it off, though it doesn't specifically say.

Re: Version 2.0.46

Posted: Wed Apr 30, 2025 5:47 am
by Stargateur
OMG finally red ammo less costly. I was thinking they cost too much since forever.
AntiElitz wrote: Tue Apr 29, 2025 12:14 pm I just want to point out something that’s really frustrating to see — especially so soon after the achievement settings patch that already caused issues for the speedrun community.
Fixed asteroids sometimes getting destroyed when platform speed was negative.
This directly removes a speedrun-specific strategy that, to be clear, only I was using, and even then, it wasn’t some massive exploit. It required full manual control, precise timing, and barely saved two minutes at most. The only real value it had was that it made the final stretch of the game more skill-based and exciting to watch. Casual players can’t use this trick. It’s not something you can automate or stumble into.

There was no bug report about this, no player complaints, and the only place this technique showed up was in my speedruns. So it’s hard not to feel like this was directly targeted. Like some dev saw my run and thought, “we don’t want speedrunners finishing the game this way,” and patched it out just because of that.

Now, the end of the game is just ten minutes of going afk. All the interesting gameplay and tension is gone — and for what? This change helps no one, removes a valid high-skill strategy, and once again ignores the value speedrunners bring to the game.

It’s really disappointing to see a second update in a row that breaks speedrun-specific tech that had no impact on regular gameplay. It feels like we’re being actively discouraged from playing the game in a creative or different way — even when that version is more engaging to play and watch.

We’re not asking for special treatment. But right now, it just feels like the devs don’t want us here.
You proceed to ask special treatment in your whole post. Don't say you don't ask for special treatment. Factorio dev have always fixed bug. I doubt they looked your speedrun and just decide to prevent your fun

Re: Version 2.0.46

Posted: Wed Apr 30, 2025 9:03 am
by SirSmuggler
AntiElitz wrote: Tue Apr 29, 2025 12:14 pm I just want to point out something that’s really frustrating to see — especially so soon after the achievement settings patch that already caused issues for the speedrun community.
Fixed asteroids sometimes getting destroyed when platform speed was negative.
This directly removes a speedrun-specific strategy that, to be clear, only I was using, and even then, it wasn’t some massive exploit. It required full manual control, precise timing, and barely saved two minutes at most. The only real value it had was that it made the final stretch of the game more skill-based and exciting to watch. Casual players can’t use this trick. It’s not something you can automate or stumble into.

There was no bug report about this, no player complaints, and the only place this technique showed up was in my speedruns. So it’s hard not to feel like this was directly targeted. Like some dev saw my run and thought, “we don’t want speedrunners finishing the game this way,” and patched it out just because of that.

Now, the end of the game is just ten minutes of going afk. All the interesting gameplay and tension is gone — and for what? This change helps no one, removes a valid high-skill strategy, and once again ignores the value speedrunners bring to the game.

It’s really disappointing to see a second update in a row that breaks speedrun-specific tech that had no impact on regular gameplay. It feels like we’re being actively discouraged from playing the game in a creative or different way — even when that version is more engaging to play and watch.

We’re not asking for special treatment. But right now, it just feels like the devs don’t want us here.
As a "normal" player and not at all a speed runner, this "bug" actualy does affect me. Numerous times I have witnessed my promethium platform approach a promethium asteroid, hit one of my limits to slow down (usualy low on ammo), drop to negative speed and poff the juicy target is magicaly destroyed and when my ammo has replenished and the platform accellerates it's to late to catch that asteroid.

Granted it is a very mild inconvinience and it wouldn't bother me much if it was left in. Just wanted to point out that it is very possible for a bug to affect players in different ways that you might not have thought about. So concluding something was fixed just to annoy you personaly is probobly not entierly correct.

Re: Version 2.0.46

Posted: Wed Apr 30, 2025 11:56 am
by Dire
Fixed asteroids sometimes getting destroyed when platform speed was negative.
AntiElitz wrote: Tue Apr 29, 2025 12:14 pm This directly removes a speedrun-specific strategy that, to be clear, only I was using, and even then, it wasn’t some massive exploit. It required full manual control, precise timing, and barely saved two minutes at most. The only real value it had was that it made the final stretch of the game more skill-based and exciting to watch. Casual players can’t use this trick. It’s not something you can automate or stumble into.
If this is referring to what I think it is, I might be the only other person in the world who found this trick, so here's my two cents: I found that exploit when I was trying a challenge run that used rocket turrets instead of a railgun, and I stumbled onto it by accident and automated it. My method was to read when inserters move rockets into your rocket turret (ie read when the turret is firing), and store that into a circuit network with some decay, and disable the thrusters when the network was reading firing. The result: a huge asteroid would spawn, get shot at a few times, all thrust gets turned off and you drift into negative speed, at which point the asteroid mysteriously explodes.

I found this behavior confusing and uninteresting, since it's removing the "real challenge" of designing a ship that can survive the hazardous journey in a way that doesn't make logical sense. So I am glad the patch fixes it!