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Version 2.0.35

Posted: Thu Feb 20, 2025 12:37 pm
by FactorioBot
Minor Features
  • GUIs can now also be navigated with D-pad in controller input method.
  • Added drag-to-reorder to pins.
  • Added drag-to-reorder turret priorities.
  • Added drag-to-reorder to infinity chest filters.
  • Added drag-to-reorder to editor infinity filters.
  • Added drag-to-reorder to deconstruction planner filters.
  • Added drag-to-reorder to upgrade planner filters.
  • Added drag-to-reorder to module upgrade settings inside upgrade planner destination UI.
  • Added drag-to-reorder to inserter, loader, and asteroid collector filters.
  • Furnaces can be connected to circuit network.
  • Added fluid temperatures to Factoriopedia ingredients and products where relevant. (119927)
  • Make drop item hotkey work the same way in GUI as it does in the game world.
Changes
  • Adjusted how walking and driving sounds attenuate with zoom level.
  • Added missing walking sounds and fixed incorrect walking sounds for various decoratives.
  • Linked fluidbox connections will no longer show a fluid icon.
Bugfixes
  • Fixed that reading localised strings through some methods did not work correctly. (126626)
  • Fixed that unpowered inserters could pick up fish. (126522)
  • Fixed that spoiled items in modded rocket silos couldn't be removed by inserters. (126403)
  • Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. (124333)
  • Fixed that deleting a surface with off-chunk segmented units could cause consistency checks to fail. (126642)
  • Fixed a desync when deleting chart tags pinned by other players. (126681)
  • Fixed consistency issues in deconstruction planner UI when toggling "Trees/rocks only" checkbox and tile mode dropdown.
  • Fixed space platforms not updating last activity time when advancing schedule to the same planet. (126640)
  • Fixed missing frames in fusion generator animation. (126526)
  • Fixed a consistency issue when a mod adds fluid to a frozen fluid box. (126685)
  • Fixed that LuaFluidBox functions would not work correctly with a frozen fluid box.
  • Fixed that frozen fluid boxes would not show the fluid they contained.
  • Fixed schedule GUI not updating temporary station status when interrupt triggers from a temporary station which is last in schedule. (120355)
  • Fixed furnaces could report as being able to craft certain recipes when they had not enough item ingredient slots. (116147)
  • Fixed assemblers could report as being able to craft certain recipes with custom fluidbox indexes when assembler had not enough fluidboxes.
  • Fixed furnaces were able to craft recipes with more item products than size of furnace's products inventory.
  • Added more detailed healing values for entities healing < 10/s. (125223)
  • Fixed a crash when migrating assembler with control behavior into different entity type.
  • Fixed that crafting machines with high speeds would not scale input fluid amounts. (126722)
  • Fixed a crash in latency when character with exoskeletons moves onto ungenerated chunks.
  • Fixed that items spoiling in cargo pods would not run spoil triggers. (126796)
  • Fixed that entities upgraded on platforms would not fire the on_space_platform_built_entity event. (126800)
  • Fixed that equipment in map editor armor did not work. (126814)
  • Fixed consistency issue related to setting signals with with quality only. (126855)
  • Fixed a consistency issue when underground belts with items are cloned. (126843)
  • Fixed a consistency issue when robots deconstruct heat pipes keeping roboports from freezing. (122880)
  • Fixed a crash when flipping an entity with linked fluidbox connections. (121887)
  • Fixed a scaling performance issue related to blueprints with asteroid collector and thruster count on space platforms. (126903)
  • Fixed that LuaRecord::contents did not accurately reflect the positions of the children.
  • Fixed that canceling mod updates would not re-enable the "Update selected" button. (126192)
  • Fixed a crash when placing ghost rail signal on top of existing rail signals that is marked to be upgraded. (126921)
  • Fixed that copy-settings undo/redo action descriptions would use the wrong surface. (126957)
  • Fixed that the map editor tile paint bucket tool did not highlight tiles correctly. (126959)
  • Fixed that platform inactivity was not updated when sending cargo to planets. (126891)
Modding
  • Added FurnacePrototype::circuit_connector, circuit_connector_flipped, circuit_wire_max_distance, default_recipe_finished_signal, default_working_signal.
  • Added AssemblingMachinePrototype::circuit_connector_flipped.
  • Added AssemblingMachinePrototype::max_item_product_count.
  • Added LoaderPrototype::adjustable_belt_stack_size.
Scripting
  • Added LuaFurnaceControlBehavior.
  • Added LuaTransportLine::force_insert_at.
  • Added LuaEntity::loader_belt_stack_size_override read/write.
  • Added LuaEntityPrototype::loader_max_belt_stack_size read.
  • Added LuaEntityPrototype::loader_adjustable_belt_stack_size read.
  • Added on_cargo_pod_finished_descending and on_cargo_pod_delivered_cargo events.
  • Added LuaRecord::contents_size read.
  • Added CustomInputEvent::cursor_direction.
  • Added on_singleplayer_init and on_multiplayer_init.
  • Added defines.inventory.assembling_machine_trash and defines.inventory.furnace_trash.
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 2.0.35

Posted: Thu Feb 20, 2025 12:43 pm
by JaJe
Furnaces can be connected to circuit network.
Well well well...this is an interesting one.
I see we can attach a cable to radars but no use yet.

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 12:47 pm
by Gloweye
Furnaces can be connected to circuit network.
I love this. Does it include recyclers?

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 12:52 pm
by Nemoricus
JaJe wrote: Thu Feb 20, 2025 12:43 pm
Furnaces can be connected to circuit network.
Well well well...this is an interesting one.
I see we can attach a cable to radars but no use yet.
Radars act as long range signal transmitters.

https://www.factorio.com/blog/post/fff-402

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 1:02 pm
by Hares
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm Minor Features
  • Added drag-to-reorder to pins.
  • Added drag-to-reorder turret priorities.
  • Added drag-to-reorder to infinity chest filters.
  • Added drag-to-reorder to editor infinity filters.
  • Added drag-to-reorder to deconstruction planner filters.
  • Added drag-to-reorder to upgrade planner filters.
  • Added drag-to-reorder to module upgrade settings inside upgrade planner destination UI.
  • Added drag-to-reorder to inserter, loader, and asteroid collector filters.
:tears of joy:

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 1:12 pm
by Kyralessa
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm
  • Added drag-to-reorder to pins.
Excellent news, been needing this desperately.

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 2:55 pm
by JaJe
Nemoricus wrote: Thu Feb 20, 2025 12:52 pm
JaJe wrote: Thu Feb 20, 2025 12:43 pm
Furnaces can be connected to circuit network.
Well well well...this is an interesting one.
I see we can attach a cable to radars but no use yet.
Radars act as long range signal transmitters.

https://www.factorio.com/blog/post/fff-402
Wow! I did not know that!
Thanks!!

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 3:30 pm
by Orum
Kyralessa wrote: Thu Feb 20, 2025 1:12 pm
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm
  • Added drag-to-reorder to pins.
Excellent news, been needing this desperately.
Now if only we could get it for train and space platform schedules.

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 3:57 pm
by erkki772
Fixed that crafting machines with high speeds would not scale input fluid amounts

Chemical plant lubricant is still 20

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 4:11 pm
by eugenekay
Orum wrote: Thu Feb 20, 2025 3:30 pm
Kyralessa wrote: Thu Feb 20, 2025 1:12 pm
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm
  • Added drag-to-reorder to pins.
Excellent news, been needing this desperately.
Now if only we could get it for train and space platform schedules.
Feature Exists ?

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 5:58 pm
by Fabriken AGI
HELL YEAH! Thanks alot for a substantial update! :)

- Furnaces has a circuit option "Include in crafting", which does not make a difference if it is checked or not, when "Read contents" is active
- Also, Parameters 1-10 has "rocket capacity 10000" in the tooltip"

Btw, when in remote/camera view; the keybinding-hint-window says that "Control+LeftClick = Take items", but it's never been possible
- Any chance you will add "take items" and "deposit items" in cameraview? I.E when filling turrets to 100 in space platforms.
- What about increasing inserter-limit? would be nice to configure this to something higher.
- It would be nice if the circuit network options/parameters in general were researchable btw. With some of the more useful ones unlocking later on in the game

Edit: PLEASE make the PIN-LIST scrollable/toggleable/gridlike/foldable/repositionable. it takes up the whole screen :( And same for the minimap would be awesome

EDIT2: What if every UI element (to the right) had an option to fold/minimize it? That would make the GUI fantastic when playing on high scaling for us old guys

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 7:39 pm
by erkki772
Fabriken AGI wrote: Thu Feb 20, 2025 5:58 pm HELL YEAH! Thanks alot for a substantial update! :)

- Furnaces has a circuit option "Include in crafting", which does not make a difference if it is checked or not, when "Read contents" is active
- Also, Parameters 1-10 has "rocket capacity 10000" in the tooltip"

Btw, when in remote/camera view; the keybinding-hint-window says that "Control+LeftClick = Take items", but it's never been possible
- Any chance you will add "take items" and "deposit items" in cameraview? I.E when filling turrets to 100 in space platforms.
- What about increasing inserter-limit? would be nice to configure this to something higher.
- It would be nice if the circuit network options/parameters in general were researchable btw. With some of the more useful ones unlocking later on in the game

Edit: PLEASE make the PIN-LIST scrollable/toggleable/gridlike/foldable/repositionable. it takes up the whole screen :( And same for the minimap would be awesome

EDIT2: What if every UI element (to the right) had an option to fold/minimize it? That would make the GUI fantastic when playing on high scaling for us old guys
Ghost place items is already a thing
Inserter limit? There's many different inserters with capacity of 1-16 (custom pickup size)

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 8:23 pm
by Hares
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm [...]
Bugfixes
  • [...]
  • Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. (124333)
  • [...]
It's the opposite, isn't it?
02-20-2025, 23-23-04.png
02-20-2025, 23-23-04.png (56.16 KiB) Viewed 1640 times

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 8:24 pm
by Hares
Fabriken AGI wrote: Thu Feb 20, 2025 5:58 pm Edit: PLEASE make the PIN-LIST scrollable/toggleable/gridlike/foldable/repositionable. it takes up the whole screen :( And same for the minimap would be awesome

EDIT2: What if every UI element (to the right) had an option to fold/minimize it? That would make the GUI fantastic when playing on high scaling for us old guys
I have links for you:

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 8:36 pm
by Muche
Hares wrote: Thu Feb 20, 2025 8:23 pm
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm [...]
Bugfixes
  • [...]
  • Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. (124333)
  • [...]
It's the opposite, isn't it?
02-20-2025, 23-23-04.png
This seems like a general language thing in (any) changelogs.
Some changes describe what the old behaviour was altered, some describe what the new behaviour is like.

Re: Version 2.0.35

Posted: Thu Feb 20, 2025 9:29 pm
by Hares
Muche wrote: Thu Feb 20, 2025 8:36 pm
Hares wrote: Thu Feb 20, 2025 8:23 pm
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm [...]
Bugfixes
  • [...]
  • Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. (124333)
  • [...]
It's the opposite, isn't it?
02-20-2025, 23-23-04.png
This seems like a general language thing in (any) changelogs.
Some changes describe what the old behaviour was altered, some describe what the new behaviour is like.
Thus it should be forded as "Fixed so ..." instead of "Fixed that ..."