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Version 2.0.32

Posted: Mon Jan 20, 2025 3:20 pm
by FactorioBot
Optimizations
  • Improved performance when removing roboports in large active networks by 60%. (126004)
Graphics
  • Removed reflections from lava. Tile transitions to lava now use the foam channel instead to keep their appearance. (125097)
Bugfixes
  • Fixed rocket silo GUI not fitting on small screens. (119785)
  • Fixed a crash when writing LuaItem::entity_filters. (126017)
  • Fixed that blueprint preview rendering did not work correctly. (103953)
  • Fixed a crash with positional GuiEffect sounds with aggregation when dedicated UI sound resources were exhausted. (126057)
  • Fixed upgraded blueprint entities would have their flip reverted (124584)
  • Fixed worm shooting at fast moving target sometimes created multiple acid puddles with single spit and even outside of its range. (77071)
  • Fixed that labs could try to research trigger based technologies. (120370)
  • Fixed LuaEntity::get_logistic_sections was not always working with entity ghosts. (126097)
  • Fixed selector combinator was using wrong open and close sounds. (123464)
  • Fixed remote item requests leaving a visual deconstruction/ghost mark when inserters interacted with the slot. (121577)
  • Fixed issue related to rendering items on belts when a belt was also rendered through a camera widget. (124058)
  • Fixed that assembler input slots could exceed stack limits. (116644)
  • Fixed a crash in assembling machine GUI when the output was full and a recipe containing a research progress product was being crafted. (126094)
  • Fixed shooting actions missing vibrations when playing with a controller.
Scripting
  • Added connection_category to LuaFluidboxPrototype::pipe_connections.
Modding
  • Added FluidStream::target_initial_position_only. It's used by worm acid spit.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.

Re: Version 2.0.32

Posted: Mon Jan 20, 2025 4:06 pm
by Neutronium
Thinking about the lava changes, should shadows be cast on it at all from bots/other objects? Not to say the original bright reflection was optimal either, but perhaps a more muted, darker reflection.

Re: Version 2.0.32

Posted: Mon Jan 20, 2025 5:00 pm
by robot256
Added connection_category to LuaFluidboxPrototype::pipe_connections.
Sneakily adding a feature I asked for! Thank you!

Re: Version 2.0.32

Posted: Mon Jan 20, 2025 11:33 pm
by Hares
Neutronium wrote: Mon Jan 20, 2025 4:06 pm Thinking about the lava changes, should shadows be cast on it at all from bots/other objects? Not to say the original bright reflection was optimal either, but perhaps a more muted, darker reflection.
Lava is glowing, it emits light and thus does not have shadows on it, except for the largest objects and from the brightest sources.

Re: Version 2.0.32

Posted: Tue Jan 21, 2025 12:38 am
by kyle788
In my opinion, removing the reflections from lava is a graphical downgrade. I liked especially that it caused variations in the lava from reflecting buildings near it and also rail lines going over it. Now it feels and looks more static/flat.

Interestingly, there are articles that state that lava does reflect light (https://earthobservatory.nasa.gov/image ... ik-volcano)

Devs: could there be some compromise made in how the lava reflections look instead of just turning them off completely?

Re: Version 2.0.32

Posted: Tue Jan 21, 2025 5:33 pm
by wretlaw120
Lava reflections made no sense whatsoever. It's nice to see them removed.

Also,
kyle788 wrote: Tue Jan 21, 2025 12:38 am Interestingly, there are articles that state that lava does reflect light (https://earthobservatory.nasa.gov/image ... ik-volcano)
The way they use "reflect" in that article, is different from how you think they meant. Essentially they're using it like this: "a carpet reflects light that hits it." A carpet doesn't really "reflect" light the same way a mirror does. The term I'm used to that describes what they're going for is diffuse scattering. The article is kinda dumbed down, leading to subtlely incorrect usage of the word "reflect." You can tell this because, they say that most of the light we see is bounced around into our eyes by these reflections, but most bounces arent actually reflections.

Tbh, it *is* possible for lava to have reflections (i.e. if the surface is glassy smooth, like water) but the lava in factorio is very bright, and the reflection even brighter. The things they are reflecting are not nearly as bright as the lava, but in order to be visible as a reflection in the lava they would need to be brighter than the lava.

Re: Version 2.0.32

Posted: Tue Jan 21, 2025 5:54 pm
by Neutronium
The other part of the equation is the lava being a glowing source of light as well. Just something about its current state looks off.

Re: Version 2.0.32

Posted: Tue Jan 21, 2025 9:26 pm
by Khagan
wretlaw120 wrote: Tue Jan 21, 2025 5:33 pm A carpet doesn't really "reflect" light the same way a mirror does. The term I'm used to that describes what they're going for is diffuse scattering.
A mirror produces specular reflections; a carpet produces diffuse reflections; both processes are quite correctly called 'reflection'. The term 'scattering' is usually used to refer to a something that happens within a medium rather than at a boundary (e.g. the Rayleigh scattering in the atmosphere that makes the sky look blue). At a microscopic level, scattering near the surface may contribute to making reflection diffuse, but typically it's mostly just due to the irregularity of the surface.