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]