This is an archive of patch notes originally posted on 25 Nov 2024.

Factorio

Version 2.0.21 released as stable

Posted by Sanqui on

Minor Features

  • Added drag-to-reorder to the research queue.
  • Added "Occlude light sprites" graphics option to allow disabling 2.0 light rendering to improve performance. As a side effect, it disables also lava glow. more[forums.factorio.com]
  • [space-age] Added "Additional terrain effects" graphics option to disable puddles and global terrain tint as alternative to increase performance on Gleba to disabling fog, clouds and animated water.

Changes

  • Replaced the "move forward" and "move backward" buttons on technologies in the research queue with a draggable handle.
  • Allowed to set blueprint parameter to be ingredient of other parameter even when it doesn't exist in an assembling machine. more[forums.factorio.com]
  • Added a hidden sound setting to base the music selection on the character's physical location. more[forums.factorio.com]
  • Agriculutral Tower now respects allied ghosts blocking planting spots. more[forums.factorio.com]
  • volcanic-cracks-hot no longer coverable by foundation. more[forums.factorio.com]
  • Added consistency check for overlapping blueprint tiles not being both (non)-foundations. Any inconsistent tiles will be removed on load (analogous already happens when importing blueprint via string or setting blueprint tiles via lua).
  • The slider and input field for the minimum payload in orbital logistic requests now enforce a minimum of 1 instead of 0. more[forums.factorio.com]
  • Added a delay before music switches when switching surfaces. more[forums.factorio.com]
  • Added hidden sound setting for controlling music transition stage durations.
  • Improved performance of superforced blueprint preview that is autofilling-in tiles.

Bugfixes

  • Fixed double parameter selection in signal selection list.
  • Fixed additional invalid state of collector navmesh. more[forums.factorio.com]
  • Fixed "Make it better" achievement not obtained when dropping modules in. more[forums.factorio.com]
  • Fixed dragging sliders with gamepad in free cursor mode.
  • Fixed a sound instance leak related to sound priority. more[forums.factorio.com]
  • Fixed that selection tool highlighting would show incorrectly in chart view for 1 frame. more[forums.factorio.com]
  • Fixed a crash when destroying segmented units during the chunk generated event. more[forums.factorio.com]
  • Improved logic for choosing which schedule to keep if trains get connected more[forums.factorio.com]
  • Fixed a crash after deconstructing cargo bays with editor. more[forums.factorio.com]
  • Fixed tutorial missions 4 and 5 missing access to radars and repair packs. more[forums.factorio.com]
  • Fixed spidertrons shooting extra capture robot during tick of projectile creation. more[forums.factorio.com]
  • Fixed condition highlights in decider combinator GUI not always updating if a condition used the "Each" special signal.
  • Fixed that energy sources would not update their buffer sizes when the prototype value would change. more[forums.factorio.com]
  • Fixed that asteroids would calculate damage to entities with resistances incorrectly. more[forums.factorio.com]
  • Fixed use of slow GPU timer query operation on macOS.
  • Fixed that opening ghost power poles would leave the GUI in a broken state. more[forums.factorio.com]
  • Toggle menu (escape) leaves remote driving. more[forums.factorio.com]
  • Fixed that equipment ghost tooltips did not show quality. more[forums.factorio.com]
  • Fixed incorrect consistency check when trash not requested is used inside of a blueprint and mods are involved. more[forums.factorio.com]
  • Fixed that portable solar panels and power armor tooltips did not report the correct amount of power generation for the current surface. more[forums.factorio.com]
  • Fixed that changing Vulcanus map gen settings using the editor prevented ashlands trees from spawning. more[forums.factorio.com]
  • Fixed that paste-settings could happen when not desired in some situations. more[forums.factorio.com]
  • Fixed that mobile logistic networks could generate useless alerts in some situations. more[forums.factorio.com]
  • Fixed robots repeatedly failing to cross Aquilo lake due to high energy usage and being stuck in a loop. more[forums.factorio.com]
  • Fixed robots looking for a place to charge always picking roboports closer to their target which resulted in overcrowding. more[forums.factorio.com]
  • Fixed a crash when attempting (and failing) to connect trains parked at specific positions. more[forums.factorio.com]
  • Fixed a crash when removing a station from a train schedule while another train in the same group used the final stop as waypoint. more[forums.factorio.com]
  • Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. more[forums.factorio.com]
  • Fixed Space age map generation not respecting custom starting locations (apart from Nauvis). more[forums.factorio.com]
  • Fixed technology slot showing research progress for finished trigger technologies. more[forums.factorio.com]
  • Fixed that reloading specific technologies would leave the dead technology trigger pointer in the trigger processor. more[forums.factorio.com]

Modding

  • Added distance_from_nearest_point_x and distance_from_nearest_point_y noise expressions.
  • Moved SpiderVehiclePrototype::chunk_exploration_radius to VehiclePrototype.
  • Removed limit of 64 unique PipeConnectionDefinitions's connection categories.
  • Removed music_transition_* utility constants.
  • Changed CraftItemTechnologyTrigger::item into ItemIDFilter. Removed item_quality.
  • Changed ProduceAchievementPrototype::item_product into ItemIDFilter. Removed quality.
  • Changed ProducePerHourAchievementPrototype::item_product into ItemIDFilter.

Scripting

  • Added optional build_check_type to LuaControl::teleport. more[forums.factorio.com]
  • Added LuaEntityPrototype::heating_energy read. more[forums.factorio.com]
  • Added LuaForce::circuit_network_enabled, cliff_deconstruction_enabled, mining_with_fluid, rail_support_on_deep_oil_ocean, rail_planner_allow_elevated_rails, vehicle_logistics read. more[forums.factorio.com]