Factorio
by Wube Software LTD. · 14 Aug, 2020
781 downloads
Multiplayer · Cracked Only
Cracked Co-op Only
Online works only between cracked copies — you can't join official servers or players who bought the game.
ProtonDB: Platinum
About the Game
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of Scenarios. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of Scenarios. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
What people say about Factorio
- No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
- I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
- Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube
Screenshots
34 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 214830321
Up to date
Bugfixes
- Fixed Mods gui showing a dependency warning even for mods to be deleted.
- Fixed Space Map sometimes not using free cursor in controller input method.
- Fixed a consistency issue with cargo pods and variable result rocket-launch-products. https://forums.factorio.com/132687
- Fixed a crash when loading a save file where electric pole removal due to missing mods causes circuit wires rewiring between assemblers that are also being removed. https://forums.factorio.com/132605
- Fixed a crash when modded furnaces are configured with fluid output and no result inventory.
- Fixed a crash with agricultural towers and some graphics definitions. https://forums.factorio.com/132450
- Fixed an ordering issue with ghost trains being built. https://forums.factorio.com/132730
- Fixed another case of cargo wagon door sound stuck playing on deconstruction order. https://forums.factorio.com/132752
- Fixed cargo wagon door sound stuck playing on deconstruction order. https://forums.factorio.com/132623
- Fixed flying text spam when a multiplayer peer was obstructed from building an underground belt. https://forums.factorio.com/132373
- Fixed that LuaItemCommon::get/set_blueprint_entities() did not include rolling stock connections. https://forums.factorio.com/132626
- Fixed that asteroid collectors could get stuck computing. https://forums.factorio.com/132625
- Fixed that blueprint built locomotive ghosts with fuel requests would not switch to automatic mode when the fuel was delivered. https://forums.factorio.com/132428
- Fixed that changing the quality in the cheat crafting GUI would scroll the view to the top. https://forums.factorio.com/132607
- Fixed that cloning resource entities would remove some trees at the destination. https://forums.factorio.com/132405
- Fixed that creating blueprints from rolling stock ghosts would not preserve rolling stock ghost connections. https://forums.factorio.com/132626
- Fixed that fast-replacing inserters with held items could result in the items being removed. https://forums.factorio.com/132635
- Fixed that items with no rocket launch products couldn't be launched manually to orbit. https://forums.factorio.com/132739
- Fixed that items with rocket launch products didn't give any products in modded Space Age when the rocket was launched manually. https://forums.factorio.com/132527
- Fixed that platform auto construction requests could request 1 too many items. https://forums.factorio.com/132787
- Fixed that you could put items into ghost rocket silos. https://forums.factorio.com/132552
Scripting
- Added LuaEntityPrototype::inserter_max_belt_stack_size read.
- Added LuaEntityPrototype::reversing_power_modifier read.
- Changed LuaEntityPrototype::automated_ammo_count read to also work for artillery wagons.
Gui
- Mods GUI will show an error instead of restarting the game when trying to confirm it while mod dependencies are not met.
Bugfixes
- Fixed rocket silo could launch satellites even when cargo landing pad will not be able to hold launch products. more
- Fixed fluid boxes with underground pipe connection and non default flow direction could cause unrelated fluid boxes to disconnect. more
- Fixed a crash when reading LuaPlayer::blueprints in a simulation.
- Fixed a crash related to give-item modifier not rejecting count of 0. more
- Fixed that the default config.ini file would not be written on first startup. more
- Fixed that mod dependency links in the mod updates GUI did not work correctly when not default sorted. more
- Fixed that LuaPlayer::build_from_cursor() checked reach in forced and super-forced build modes. more
- Fixed that pipe connections of different connection categories could cause entity to flip incorrectly. more
- Fixed a crash with PlaySoundTriggerEffectItem with distance limits when destroyed due to previous dying trigger effect. more
- Fixed inserter would incorrectly consider some assemblers as full when a recipe was changed while assembler had fluid product overload. more
- Fixed that trains with a temporary station in their schedule showed in "Trains with this stop" list of an unnamed train stop ghost. more
- Fixed inserter control behavior not updating stack size when selecting different signal. more
- Fixed that environment sounds could get stuck at lower volume when switching to remote view while travelling to/from a space platform. more
- Fixed a crash when ammo spoils in cars or spider vehicles. more
- Fixed a crash when mods would create surfaces during built events on space platforms. more
- Fixed technologies with craft fluid trigger would queue themselves while dependencies are not met and fluid is produced. more
- Fixed a crash when migrations remove a lighting attractor. more
- Fixed a crash when mods error during ghost revival. more
- Fixed transparent tile sprites on aquilo.
- Added missing Lua defines for cargo landing pad logistic points. more
Scripting
- Added LuaEntity::send_to_orbit_automatically read/write.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Changes
- Decider combinator, arithmetic combinator and selector combinator are now primary energy consumers and have buffer size increased to make them more reliable in case of low power.
- Reduced selector combinator energy usage from 5kW to 1kW.
- When using "Entity tooltip delay", the timer is also reset when moving the camera or the character. Fixes blinking entity tooltip when moving.
Bugfixes
- Fixed scripted technology trigger was unable to load layered icons. more
- Fixed tips and tricks item was unable to load layered icons.
- Fixed stomper stomp sound playing way too many times when dying by stomping in a mine field. more
- Fixed electric turret was suggesting it is possible to read ammo. more
- Fixed a crash when artillery turret didn't have rotating_sound defined even though it's optional. more
- Fixed startup crashes on some Intel Macbook Pros. more
- Fixed that changing player's character could cause equipment related events to not fire. more
- Fixed upgrading programmable speaker would clear settings. more
- Fixed that LuaPlayer::can_build_from_cursor would play the not-allowed sound when out of reach. more
- Fixed that on_chart_tag_modified was not called when name/icon was modified by script. more
- Fixed a crash when a surface is deleted while viewing a ping tooltip for that surface. more
- Fixed some OpenGL lighting issues when light occlusion was enabled.
- Fixed color saturation problems on some Intel Macs. more
- Fixed crashes on Intel Macs with AMD GPUs by disabling GPU timings for those cards.
- Fixed a crash when robots try to charge at a roboport that only supports charging when using quality. more
- Fixed asteroid collector navmesh would in rare cases be stuck computing forever. more
- Fixed crash on Intel Macs with Intel Iris Plus Graphics by disabling GPU timings for those cards.
- Fixed freeze with unknown cause when placing rails. more
- Fixed "Entity tooltip delay" causing entity tooltips to never show in controller input method.
- Fixed turrets would clear "read ammo" when migrating a save file. more
- Fixed that diagonal connected resources did not group in the map total-patch tooltip logic. more
- Fixed a crash when cloning trees/rocks marked for deconstruction.
- Fixed a crash when using roboport requests with spoilable robots. more
- Fixed electric poles would connect when checking pole buildability by script. more
- Fixed double space in fuel pollution tooltip lines. more
Modding
- Added CargoStationParameters::is_input_station and ::is_output_station to mainly clarify tooltips. more
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Hello,
today we have a nice stable version for you
View on Steam
today we have a nice stable version for you
Bugfixes
- Fixed (super)forcing entity requiring tile would sometimes not trigger deconstruction of an obstacle despite said obstacle blocking revival of autofilled tileghost. https://forums.factorio.com/130907
- Fixed LuaRendering rich text in game render mode being drawn above fog of war. https://forums.factorio.com/131066
- Fixed LuaSegmentedUnit::acceleration calculations in some situations. https://forums.factorio.com/130515
- Fixed LuaSplitterControlBehavior was missing fields from LuaControlBehavior. https://forums.factorio.com/130978
- Fixed UI scaling and alignment issues when the window content scale is changed during loading. https://forums.factorio.com/130689
- Fixed a charting issue with pentapods. https://forums.factorio.com/130543
- Fixed a consistency issue when copying settings between loaders in some cases. https://forums.factorio.com/130707
- Fixed a crash after migrating a frozen assembling machine fluidbox that has fluid contents. https://forums.factorio.com/130973
- Fixed a crash and the back button in map generator GUI when map width or height were out of range. https://forums.factorio.com/130880
- Fixed a crash when a modded character entity without a character corpse defined dies. https://forums.factorio.com/131022
- Fixed a crash when editing decider combinator constants in some cases. https://forums.factorio.com/130798
- Fixed a crash when editing interrupts on space platforms. https://forums.factorio.com/130600
- Fixed a crash when entities are removed while their GUI is being interacted with. https://forums.factorio.com/130852
- Fixed a crash when migrating agricultural towers. https://forums.factorio.com/130746
- Fixed a crash when migrating linked containers. https://forums.factorio.com/130815
- Fixed a crash when minimap GUI elements would try to view deleted surfaces. https://forums.factorio.com/130606
- Fixed a crash when script checks if a space platform can leave when it was not yet built. https://forums.factorio.com/131015
- Fixed a crash when selecting an underground belt without an underground_sprite.
- Fixed a crash when showing modded technology effects. https://forums.factorio.com/130741
- Fixed a crash when teleporting or changing the direction of asteroid collectors. https://forums.factorio.com/128604
- Fixed a crash when tile-effect texture filename is invalid. https://forums.factorio.com/130678
- Fixed a crash when writing LuaStyle::clicked_font_color on labels. https://forums.factorio.com/130727
- Fixed a crash with some menu simulations and mods. https://forums.factorio.com/130910
- Fixed a desync when a car or spidertron with toolbelt equipment is destroyed. https://forums.factorio.com/130665
- Fixed a style issue with labels in buttons when changing the enabled state of the button. https://forums.factorio.com/130818
- Fixed biters could be distracted when told not to be distracted in some cases. https://forums.factorio.com/130801
- Fixed cancelling deconstruction of entity colliding with both an entity ghost and a tile ghost supporting said entity ghost sometimes crashing. https://forums.factorio.com/130859
- Fixed combinator's red and green wires would overlap when built vertically. https://forums.factorio.com/130464
- Fixed copying train stop settings would send trains to a train stop in some cases. https://forums.factorio.com/130751
- Fixed custom tooltip fields were not showing for modded recipes. https://forums.factorio.com/131044
- Fixed demolisher kills being counted twice in the kill statistics. https://forums.factorio.com/130721
- Fixed entities with tile_buildability_rules crashing the game when rotated to non-cardinal direction.
- Fixed heat flow between heat pipes that have different default temperature. https://forums.factorio.com/129438
- Fixed issue with selector combinator random interval and formulas is gui. https://forums.factorio.com/130492
- Fixed multisample noise operation not working properly for LuaSurface.calculate_tile_properties(). https://forums.factorio.com/130575
- Fixed personal laser equipment was not showing under ammo category in facotriopedia. https://forums.factorio.com/130959
- Fixed proxy container interaction with agricultural tower. https://forums.factorio.com/131057
- Fixed rail support drawing box in GUI widgets.
- Fixed selection tool could select tile ghosts when it was not configured for selecting tiles. https://forums.factorio.com/118072
- Fixed selector combinator's update interval was not covered by blueprint parametrisation. https://forums.factorio.com/128999
- Fixed some alert icons were using wrong colors. https://forums.factorio.com/130118
- Fixed some combinations of surface properties would cause robots to consume NaN amount of energy. https://forums.factorio.com/130989
- Fixed some gui widgets were not selectable when inside of a long table that is scrolled to only show last row. https://forums.factorio.com/130970
- Fixed sound of a machine with its GUI opened not fading out on game pause. https://forums.factorio.com/130780
- Fixed spoil products of recipe products were not listed as possible recipe trash. https://forums.factorio.com/131072
- Fixed technology slots drawing ingredients when research trigger is also specified. https://forums.factorio.com/130499
- Fixed that LuaPlayer::can_build_from_cursor() did not check build distance. https://forums.factorio.com/130805
- Fixed that blueprint book LuaRecords in a preview state could not be read. https://forums.factorio.com/130790
- Fixed that blueprint parametrisation could cause splitter filter to be cleared causing mode of operation to change. https://forums.factorio.com/130826
- Fixed that car light animation with apply_runtime_tint enabled was always black. https://forums.factorio.com/130810
- Fixed that custom inputs would not fire if there were game GUI controls with the same key bindings. https://forums.factorio.com/130789
- Fixed that disabled trigger technologies were still researchable. https://forums.factorio.com/130832
- Fixed that fast replacing a train stop could fail to preserve train stop limit. https://forums.factorio.com/129801
- Fixed that fluid could pass through frozen machines. https://forums.factorio.com/129185
- Fixed that hiding an autoplace control did not remove it from the map generator GUI.
- Fixed that players could enter vehicles marked for deconstruction. https://forums.factorio.com/130879
- Fixed that rail signals did not rotate automatically to a valid direction in forced and super-forced build modes when they collided with tiles. https://forums.factorio.com/127962
- Fixed that remote view dragging wasn't cancelled when the game was paused. https://forums.factorio.com/130076
- Fixed that resource entities were not protected from tile removal even if set that they should be. https://forums.factorio.com/130609
- Fixed that super-force-building would not generate a player-rotated event. https://forums.factorio.com/128978
- Fixed that the too-many-trees achievement check was backwards. https://forums.factorio.com/130658
- Fixed that tips and tricks simulations could show the "game finished" screen when mods didn't rewind them to the beginning. https://forums.factorio.com/129357
- Fixed that upgrading fuel in blueprints could result in invalid fuel requests. https://forums.factorio.com/130958
- Fixed the surfaces list in remote view not scrolling when using the "Select next/previous surface" hotkeys. https://forums.factorio.com/127402
- Fixed thruster tooltip was not showing quality indicator on the thrust line. https://forums.factorio.com/130572
- Fixed undo actions for removed entities would not keep underground belt type. https://forums.factorio.com/130977
- Fixed undoing after manually mining tile that had cover ghost tile on it would not restored said cover tile ghost. https://forums.factorio.com/130612
- Fixed upgrading underground belts in a blueprint would not preserve underground belt type. https://forums.factorio.com/130994
- Robots with construction task of elevated entity will not queue more tasks - fixes some cases of some jobs never getting done. https://forums.factorio.com/130710
Changes
- Added absorbed pollutant name to tile description in Factoriopedia.
- Changed manual mining when the inventory is full to not drop the mined result on the ground.
- Improved the mod API search to find union literals, define leaf nodes, and more.
Graphics
- Deprecated OpenGL support on Macs. It will still exist for older versions of macOS, but may not receive future updates.
- Fixed Metal graphics backend throttling the FPS when the display refresh rate isn't a multiple of 60 Hz. https://forums.factorio.com/129946
- Made Metal the default graphics rendering API for Macs.
- Removed Graphics backend user setting.
Minor Features
- Partially fulfilled wait conditions use different background color to indicate progress.
- Splitters can be connected to circuit network.
Modding
- Added "scripted" technology trigger.
- Added FluidWagonPrototype::connection_category.
- Added FusionGeneratorPrototype::burns_fluid.
- Added FusionGeneratorPrototype::effectivity.
- Added LightningPrototype::attractor_hit_effect.
- Added MiningDrillPrototype::resource_searching_offset.
- Added RoboportPrototype::render_recharge_icon.
- Added RobotWithLogisticInterfacePrototype::max_payload_size_after_bonus.
- Added __TECHNOLOGY__ and __RECIPE__ built-in locale parameters.
- Added recipe_icon_scale chart utility constant.
- Added support for heating_energy to FusionGeneratorPrototype and ThrusterPrototype.
- Changed CargoWagonPrototype to use EntityPrototype::icon_draw_specification when drawing cargo wagon content.
- Changed DisplayPanelPrototype to use render_layer from icon_draw_specification when drawing icon.
- Changed Generator and FusionGenenerator tooltips to not show temperatures when in burns_fluid mode.
- Removed "research-progress" product type from RecipePrototype.
Scripting
- Added LuaCustomChartTag::position and surface write.
- Added LuaEntity::get_movement() and set_movement().
- Added LuaEntity::mining_area read.
- Added LuaEntity::rail_length read.
- Added LuaEntity::transitional_request_target read.
- Added LuaEntityPrototype::fluid_buffer_size, activation_buffer_ratio and fluid_buffer_input_flow read.
- Added LuaEntityPrototype::get_attraction_range_elongation() and get_energy_distribution_efficiency().
- Added LuaEntityPrototype::range_from_player, combat_robot_friction, destroy_action and follows_player read.
- Added LuaEntityPrototype::spider_engine read.
- Added LuaEntityPrototype::strike_effect, attractor_hit_effect, damage and energy read.
- Added LuaEntityPrototype::support_range read.
- Added LuaFluidBox::get_fluid_segment_extent_bounding_box().
- Added LuaForce::script_trigger_research().
- Added LuaGuiElement::icon_selector read.
- Added LuaHelpers::multilingual_to_lower().
- Added LuaInventory::get_item_count_filtered().
- Added LuaInventory::get_item_quality_counts().
- Added LuaItemCommon::entity_driver_is_gunner, entity_auto_target_without_gunner and entity_auto_target_with_gunner read/write.
- Added LuaItemCommon::entity_logistic_sections and entity_request_from_buffers read/write.
- Added LuaItemCommon::entity_logistics_enabled and entity_enable_logistics_while_moving read/write.
- Added LuaItemPrototype::get_module_effects().
- Added LuaLogisticNetwork::custom_name read/write.
- Added LuaPlayer::get_recipe_notifications().
- Added LuaPlayer::swap_characters().
- Added LuaRecord::export_record().
- Added LuaRecord::get_selected_record().
- Added LuaSplitterControlBehavior.
- Added custom_tooltip_fields reads to all LuaPrototypes that support it.
- Added flip_horizontal and flip_vertical parameters to LuaPlayer::build_from_cursor().
- Added in_gui to custom input events.
- Added maximum_quality_jump utility constant.
- Added on_cargo_pod_started_ascending event.
- Added on_player_dropped_item_into_entity event.
- Added previous_target and previous_quality to on_marked_for_upgrade event.
- Added skip_fog_of_war to LuaPlayer::can_build_from_cursor().
- Added surface_index to all UndoRedoActions.
- Changed LuaEntity::color read/write to also work for character corpses.
- Changed LuaSpacePlatform::destroy_asteroid_chunks() to return the number of destroyed chunks.
Bugfixes
- Fixed LuaEntity::display_panel_icon was not accounting for nil. https://forums.factorio.com/130425
- Fixed a consistency issue when rotated entities are moved by belts. https://forums.factorio.com/130475
- Fixed a crash if a player using the editor equips an equipment with a burner component.
- Fixed a crash related to underground belts when super force building. https://forums.factorio.com/129388
- Fixed a crash when a beam attack trigger destroys the turret firing it. https://forums.factorio.com/130179
- Fixed a crash when a mod puts item request proxies into the player undo queue. https://forums.factorio.com/130369
- Fixed a crash when attempting to render a linked fluidbox connection.
- Fixed a crash when changing research state during the configuration changed event. https://forums.factorio.com/130433
- Fixed a crash when cloning moving trains in some situations. https://forums.factorio.com/129840
- Fixed a crash when furnace that is crafting is cloned.
- Fixed a crash when inserter tries to insert item into a furnace which is currently crafting a recipe with no item ingredients. https://forums.factorio.com/129997
- Fixed a crash when loading a save file with furnaces that are crafting a recipe with custom fluidbox indexes set. https://forums.factorio.com/129656
- Fixed a crash when pressing end, home, page up or page down key while the alerts GUI was focused. https://forums.factorio.com/130143
- Fixed a crash when rendering latency players in some cases. https://forums.factorio.com/130150
- Fixed a crash when saving after parametrising a blueprint that caused filters to merge in some cases. https://forums.factorio.com/130583
- Fixed a crash when using send_udp fails. https://forums.factorio.com/129992
- Fixed a crash with running replay headless when game wants to show notifications. https://forums.factorio.com/130386
- Fixed boilers consuming hot input fluid would not produce enough steam. https://forums.factorio.com/130021
- Fixed captive biter spawners would not get damaged while not producing if friendly fire was disabled. https://forums.factorio.com/130566
- Fixed crash if a simulation gets paused.
- Fixed frozen pumpjack could not match frozen sprite. https://forums.factorio.com/130107
- Fixed graphics rendering unpausing while still minimized on macOS in some special circumstances. https://forums.factorio.com/128397
- Fixed loaders could get stuck when taking from asteroid collectors when one lane of a belt was blocked. https://forums.factorio.com/130091
- Fixed minimap bobbing up and down when the character is in mech armor.
- Fixed modded mining drills with filters would not keep filters when upgrading. https://forums.factorio.com/130452
- Fixed on-screen-keyboard opening on top of the search field in the technology GUI.
- Fixed pentapod leg mount positions when the body is rotated.
- Fixed pentapod orientations getting incorrectly warped.
- Fixed remembered zoom levels when going back and forth in the browse history.
- Fixed research completed sound playing for all forces.
- Fixed selector combinator wire connector shadow position. https://forums.factorio.com/129934
- Fixed spider unit graphic layers with 'apply_runtime_tint' would not use the force color. https://forums.factorio.com/130106
- Fixed stomper corpses graphics. https://forums.factorio.com/130099
- Fixed super-forcing gates and walls would sometimes cause deconstruction of adjacent curved rail ghostshttps://forums.factorio.com/116779
- Fixed that --dump-icon-sprites would shift icons south-east by one pixel. https://forums.factorio.com/130128
- Fixed that a player using the editor could not activate electric discharge equipment and other manually-activated equipment.
- Fixed that belts in the blueprint GUI did not animate. https://forums.factorio.com/130131
- Fixed that blueprints made from ghosts would not be included in the on_player_setup_blueprint event. https://forums.factorio.com/130470
- Fixed that cliff bounding boxes could be defined in an invalid way. https://forums.factorio.com/130066
- Fixed that cloning rockets with attached cargo pods did not work correctly. https://forums.factorio.com/129945
- Fixed that cloning some entities while they contained spoilage would result in the clone getting stuck. https://forums.factorio.com/130421
- Fixed that deconstruction planner was ignoring quality of items on ground. https://forums.factorio.com/130563
- Fixed that drag building with smart belt building disabled would remove belts in some cases. https://forums.factorio.com/130129
- Fixed that freezing and thawing underground belts would move items slightly. https://forums.factorio.com/129977
- Fixed that furnaces could keep using a recipe they should not be able to use after a migration.
- Fixed that furnaces were not considering recipe with no ingredients as not craftable.
- Fixed that inserters could get stuck inserting items into rogue spawners when picking from belts. https://forums.factorio.com/130093
- Fixed that inventory filters were ignored when in the train fuel GUI. https://forums.factorio.com/130057
- Fixed that migrating entities with quality would not preserve the quality. https://forums.factorio.com/130436
- Fixed that opening rich text in map view could send a click action to opened GUIs. https://forums.factorio.com/129424
- Fixed that overlapping tile ghosts would not draw on the map. https://forums.factorio.com/129854
- Fixed that rail ramp ghosts would block ground rail ghost construction. https://forums.factorio.com/129957
- Fixed that reading roboport logistic requests in networks with buffer chests did not behave correctly. https://forums.factorio.com/129914
- Fixed that removing territory noise expressions made saves which used them not loadable.
- Fixed that resetting control settings wouldn't update control tooltips. https://forums.factorio.com/130037
- Fixed that several entity types would not account for drain in their energy buffer. https://forums.factorio.com/130391
- Fixed that some entities did not draw fluid box connection pipes. https://forums.factorio.com/130156
- Fixed that space platform construction requests would not request more repair packs after running out. https://forums.factorio.com/130140
- Fixed that spidertrons built from script did not default to request-from-buffers. https://forums.factorio.com/129835
- Fixed that switching between normal and remote view would close the blueprint setup GUI. https://forums.factorio.com/130162
- Fixed that the game would attempt to load Mac specific filesystem files. https://forums.factorio.com/116201
- Fixed that the home key did not work in the manage mods GUI. https://forums.factorio.com/130359
- Fixed that the on_research events pushed the player index using the wrong name. https://forums.factorio.com/130222
- Fixed that the remote view minimap always focused on the physical player position when in remote view. https://forums.factorio.com/130241
- Fixed that the time usage entry for "Multiplayer UPS" did not work. https://forums.factorio.com/130516
- Fixed that the undo item was not yet in the player queue during the entity built event. https://forums.factorio.com/130384
- Fixed that train route highlighting didn't work when riding in non-locomotives. https://forums.factorio.com/130165
- Fixed train stops with priority above 90 would get priority clamped to 90 inside of a blueprint. https://forums.factorio.com/130608
- Fixed util.mul_shift not accepting struct. https://forums.factorio.com/128854
Changes
- Changed the blueprint setup GUI description field to include the icon picker. https://forums.factorio.com/130163
- Don't change gamepad selection center when the character starts flying in mech armor. https://forums.factorio.com/120769
- Improved the GUI responsiveness in the display panel. https://forums.factorio.com/126117
Graphics
- Changed "Render in native screen resolution" graphics setting to no longer require a game restart.
- Fixed that playing in fullscreen with the Metal graphics backend could look blurry if "Render in native screen resolution" was off.
Minor Features
- Heat interface can now heat entities and tiles.
- Windows executables now undergo code signing.
Modding
- Added EntityPrototype::draw_stateless_visualisations_in_ghost.
- Added LoaderPrototype::respect_insert_limits.
- Added LuaPlayer::set_zoom_limits() to set zoom limits for any controller type. https://forums.factorio.com/128887
- Added RecipePrototype::hide_from_bonus_gui.
- Added SpaceLocationPrototype::starmap_icon_orientation.
- Added ability for SpiderVehicles to rotate their legs like pentapods when provided with a base sprite that has rotation frames. https://forums.factorio.com/128638
- Added color mod setting "forced_value".
- Added demolisher and territory API.
- Changed pentapods to prioritize using the torso base sprite to control rotations, or if no base sprite is defined, the head sprite is used.
- Heat energy sources support pollution.
- InserterPrototype::pickup_position and insert_position are no longer checked for being too close to tile edge.
- Moved LuaPlayer::can_place_entity to LuaControl::can_place_entity so that it can be called on character entities. https://forums.factorio.com/129225
- Omitting required_tiles in a tile_buildability_rules's item now default to "all" (instead of "none" which was making the entities unbuildable) https://forums.factorio.com/130230
Scripting
- Added LuaControl::flight_height read.
- Added LuaControl::is_flying read.
- Added LuaControl::render_position read.
- Added LuaEntity::apply_upgrade().
- Added LuaEntity::created_by_corpse read.
- Added LuaEntity::heat_neighbours read.
- Added LuaEntity::priority_targets read.
- Added LuaEntity::pumped_last_tick read.
- Added LuaEntity::register_tree().
- Added LuaEntityPrototype::icons_positioning and icon_draw_specification read.
- Added LuaEntityPrototype::tile_buildability_rules read.
- Added LuaForce::get_chunk_chart(surface, position).
- Added LuaGameScript::allow_debug_settings read/write.
- Added LuaItemCommon::blueprint_description read/write.
- Added LuaPlanet::get_space_platforms().
- Added LuaRecord::blueprint_description read/write.
- Added LuaRecord::is_preview read.
- Added LuaRenderObject::dash_offset read/write.
- Added agricultural tower events: on_tower_planted_seed, on_tower_pre_mined_plant, and on_tower_mined_plant.
- Added an "overflow" inventory option to LuaEntity::revive and silent_revive.
- Added heat pipe to LuaEntity::neighbours read.
- Added register_plant to LuaSurface::create_entity.
- Added tile_condition to LuaItemPrototype::place_as_tile_result.
- Changed LuaAchievementPrototype::to_kill and module to returns arrays of LuaPrototypes instead of arrays of strings.
- Changed LuaEntity::copy_color_from_train_stop and vehicle_automatic_targeting_parameters to work on ghosts.
- Changed LuaParticlePrototype::render_layer, render_layer_when_on_ground and LuaTrivialSmokePrototype::render_layer to be strings instead of integers.
Bugfixes
- Agricultural tower planting now respects plant's tile buildability rules. https://forums.factorio.com/123248
- Changed the sync mods with GUI "Sync startup settings" and "Load save after sync" so their value is always used. https://forums.factorio.com/129227
- Fix buffer chests having their contents counted twice for 'missing requests' circuit read. https://forums.factorio.com/128924
- Fixed Game Mode not enabling on macOS 26
- Fixed LuaForce::get_logistic_group was not working with constant combinators. https://forums.factorio.com/129484
- Fixed LuaItemStack::transfer_stack was incorrectly reporting success when performing unlimited transfers. https://forums.factorio.com/129406
- Fixed a crash when copying vehicle equipment grids from blueprints. https://forums.factorio.com/129396
- Fixed a crash when entering huge numbers into electric energy interface. https://forums.factorio.com/129518
- Fixed a crash when fast replacing furnaces when old furnace had empty item product stack and new furnace has fluid output. https://forums.factorio.com/129385
- Fixed a crash when game was saved in complete mode (for desync, benchmark or heavy mode) that could happen after a save file was loaded from an older version requiring transport line groups to be reconstructed while there were also blueprints with transport belts present in the save.
- Fixed a crash when item spoils in furnace source inventory while recipe was not yet selected.
- Fixed a crash when loading a save file when asteroid collector arms count and asteroid collector arms capacity were changed at the same time.
- Fixed a crash when migrating cargo bays in some cases. https://forums.factorio.com/129004
- Fixed a crash when navigating planets while Factoriopedia was open. https://forums.factorio.com/129766
- Fixed a crash when querying members of logistic group while one of them is a detached character. https://forums.factorio.com/129549
- Fixed a crash when removing transport belts or walls with wires in blueprints.
- Fixed a crash when saving the game while using the spectator controller while a GUI is open. https://forums.factorio.com/129198
- Fixed a crash when trying to custom launch rockets to space platforms. https://forums.factorio.com/129415
- Fixed a crash when using LuaItemStack::deconstruct_area() in some cases. https://forums.factorio.com/129573
- Fixed a desync related to circuit network and removing entities. https://forums.factorio.com/129428
- Fixed a disconnect when viewing tips and tricks in multiplayer. https://forums.factorio.com/129596
- Fixed a malformed icon. https://forums.factorio.com/129444
- Fixed beacons with supply area distance of 0 not showing radius visualisation. https://forums.factorio.com/129771
- Fixed blueprint book download progress drawing sometimes being broken.
- Fixed blueprint tile building sometimes not allowing partial builds https://forums.factorio.com/122966
- Fixed cancelling deconstruction of a tile would not remove a tile ghost of the same tile on the same position. https://forums.factorio.com/128391
- Fixed car crashing into a rock at the beginning of campaign level 5.
- Fixed collected asteroid chunks were not showing in item production statistics. https://forums.factorio.com/129520
- Fixed controls GUI in controller input method not updating the icons for the controls when the icons dropdown is changed. https://forums.factorio.com/129101
- Fixed cursor transfer could insert items beyond inventory weight limit. https://forums.factorio.com/129544
- Fixed editor not instantly reviving tile ghosts from blueprints when overbuilt over preexisting tile ghosts. https://forums.factorio.com/128861
- Fixed electric mining drills were able to stack items when at high mining productivity. https://forums.factorio.com/129590
- Fixed force building entities over required foundation marked for deconstruction would result in both decon. proxy and tileghost.
- Fixed ghost overbuilding vehicle ghost would not set inventory filters. https://forums.factorio.com/119772
- Fixed heat pipe connections did not flip. https://forums.factorio.com/129176
- Fixed logistic filter merging during parametrisation would incorrectly sum values. https://forums.factorio.com/129527
- Fixed mipmaps for fulgoran ruin vault icon. https://forums.factorio.com/129796
- Fixed music not playing on surfaces without a planet associated with them. https://forums.factorio.com/129408
- Fixed promethium science pack was missing a description. https://forums.factorio.com/129469
- Fixed quickbar selection getting stuck when trying to pick a blueprint book from the blueprint library that didn't finish downloading. https://forums.factorio.com/118438
- Fixed rectangular crafting machine sometimes rising rotate event even when it wasn't successfully rotated. https://forums.factorio.com/129252
- Fixed set constant gui would was not focusing upon opening. https://forums.factorio.com/129495
- Fixed shooter was doing ammo refill every shot causing reload time on modded ammo to not work. https://forums.factorio.com/129276
- Fixed some issues around setting driving for a vehicle on different surface via scripts https://forums.factorio.com/127651
- Fixed splitter gui was not updated in some cases. https://forums.factorio.com/129161
- Fixed that LuaFlowStatistics::[input, output, storage]_counts read didn't merge qualities. https://forums.factorio.com/129568
- Fixed that LuaSurface::create_entity() did not work correctly with quality. https://forums.factorio.com/129736
- Fixed that LuaSurface::create_entity() using the 'item' parameter did not work for vehicle equipment grids. https://forums.factorio.com/129479
- Fixed that Vulcanus chimneys were grouped with Nauvis big rocks in the deconstruction planner. https://forums.factorio.com/129453
- Fixed that asteroid collectors didn't draw radius visualisation for ghosts when holding it in cursor. https://forums.factorio.com/119353
- Fixed that base quality did not show in crafting machines. https://forums.factorio.com/128167
- Fixed that buffered fluidboxes would not flow fluid through their directional connections. https://forums.factorio.com/129441
- Fixed that changing a trains group would not always refresh interrupt names in the GUI. https://forums.factorio.com/129755
- Fixed that changing the link ID on a linked container wouldn't alarm sleeping inserters. https://forums.factorio.com/129345
- Fixed that choose-elem-button with id-with-quality didn't respect prototype filters. https://forums.factorio.com/129481
- Fixed that enabling user mods would not auto enable built in required mods. https://forums.factorio.com/129362
- Fixed that equipment ghosts couldn't be added to armor when not worn. https://forums.factorio.com/129673
- Fixed that fluidboxes in the vicinity of a removed fluidbox could disconnect from otherwise valid neighbors in some situations. https://forums.factorio.com/128954
- Fixed that flush-fluid would not flush fluid from fluid energy sources. https://forums.factorio.com/129756
- Fixed that integration_patch for characters did not render for the local player. https://forums.factorio.com/129260
- Fixed that inventory migrations could cause chests to send wrong item counts. https://forums.factorio.com/129515
- Fixed that large values given for LuaSurface::find_entities_filtered(radius) would crash the game. https://forums.factorio.com/129618
- Fixed that loaders were unable to drop full belt stacks if that required merging items from multiple inventory slots. https://forums.factorio.com/129343
- Fixed that mod-defined fonts did not apply correctly when first starting the game. https://forums.factorio.com/129571
- Fixed that modded choose-elem-buttons didn't respect filters. https://forums.factorio.com/129145
- Fixed that modded crafting machines with large amounts of fluidboxes could freeze the game. https://forums.factorio.com/129187
- Fixed that opening rich text Factoriopedia shortcuts while in remote view did not work. https://forums.factorio.com/129425
- Fixed that players landing on the same planet at the same time would squash each other. https://forums.factorio.com/120809
- Fixed that regular mining drills weren't able to output full belts when belt stack size was researched. https://forums.factorio.com/129365
- Fixed that remote controllers could still open GUIs of entity ghosts that had operable set to false. https://forums.factorio.com/129168
- Fixed that remote driving didn't raise on_player_driving_changed_state event when entering a vehicle. https://forums.factorio.com/118769
- Fixed that remote fast transfer of modules could downgrade modules with higher quality. https://forums.factorio.com/128747
- Fixed that repair orders would not queue robots correctly. https://forums.factorio.com/118916
- Fixed that roboport antenna was rotating while in preview. https://forums.factorio.com/129470
- Fixed that some entities would collide with nearby tiles when they shouldn't. https://forums.factorio.com/128602
- Fixed that some items that did not require recycling recipe had a recycling recipe. https://forums.factorio.com/129535
- Fixed that some widgets would click-through when trying to open Factoriopedia. https://forums.factorio.com/129295
- Fixed that space location wouldn't read starmap_icons if starmap_icon didn't exist. https://forums.factorio.com/129742
- Fixed that teleporting a car to another surface would invalidate lua references to non-player characters in it. https://forums.factorio.com/129468
- Fixed that the amount of VRAM on the Steam Deck was not being detected correctly, leading to the erroneous activation of VRAM-saving measures. https://forums.factorio.com/129164
- Fixed that the show-train-signals debug option didn't render correctly for elevated signals. https://forums.factorio.com/129804
- Fixed that the sync mods confirmation did not have the draggable texture. https://forums.factorio.com/129685
- Fixed that you could place or take blueprint items from chests in remote view. https://forums.factorio.com/129237
- Fixed that you couldn't open reactors with a void energy source. https://forums.factorio.com/129711
- Fixed tiles being thawed or frozen would cause cancelling of deconstruction. https://forums.factorio.com/129201
- Fixed using selection tools would sometimes incorrectly ignore tile ghosts. https://forums.factorio.com/127696
- Fixed vehicle ammo refill was not working. https://forums.factorio.com/129137
- Improved the expand/collapse icon for the crafting queue. https://forums.factorio.com/105538
Changes
- Changed how captive spawners work to always allow spoilage into the trash slots. https://forums.factorio.com/124219
- Moved the ammo turret request-slot closer to the turret center visually. https://forums.factorio.com/129548
- [space-age] More icons in factoriopedia made unique.
- [space-age] Remastered and remixed music.
Graphics
- Improved frame rate stability of Metal graphics backend
- Improved rendering performance of busy scenes of Metal graphics backend
Minor Features
- Added ability to undo rotating or flipping an entity. https://forums.factorio.com/116605
Modding
- Added BeaconPrototype::quality_affects_supply_area_distance.
- Added CharacterPrototype::crafting_speed.
- Added CraftingMachinePrototype::crafting_speed_quality_multiplier, module_slots_quality_bonus and energy_usage_quality_multiplier.
- Added CraftingMachinePrototype::quality_affects_energy_usage.
- Added CraftingMachinePrototype::quality_affects_module_slots, LabPrototype::quality_affects_module_slots, MiningDrillPrototype::quality_affects_module_slots and BeaconPrototype::quality_affects_module_slots.
- Added InserterPrototype::uses_inserter_stack_size_bonus.
- Added LoaderPrototype::wait_for_full_stack.
- Added MiningDrillPrototype::quality_affects_mining_radius.
- Added Prototype::custom_tooltip_fields.
- Added QualityPrototype::default_multiplier, inserter_speed_multiplier, fluid_wagon_capacity_multiplier, inventory_size_multiplier, lab_research_speed_multiplier, crafting_machine_speed_multiplier, crafting_machine_energy_usage_multiplier, logistic_cell_charging_energy_multiplier, tool_durability_multiplier, accumulator_capacity_multiplier, flying_robot_max_energy_multiplier, range_multiplier, asteroid_collector_collection_radius_bonus, equipment_grid_width_bonus, equipment_grid_height_bonus, electric_pole_wire_reach_bonus, electric_pole_supply_area_distance_bonus, beacon_supply_area_distance_bonus, logistic_cell_charging_station_count_bonus, beacon_module_slots_bonus, crafting_machine_module_slots_bonus, mining_drill_module_slots_bonus, mining_drill_mining_radius_bonus and lab_module_slots_bonus.
- Added `helpers` to settings and prototype stages.
- Added `quality_selector_dropdown_threshold` utility constant.
- Added `with_filters`, `with_weight_limit` and `with_custom_stack_size` options to ContainerPrototype::inventory_type and LinkedContainerPrototype::inventory_type.
- Added the "mod-data" prototype type.
Optimizations
- Improved performance when holding blueprints.
Scripting
- Added "blink_interval" and "render_mode" parameters to LuaRendering functions.
- Added "item-open", "item-close", "item-pick", "item-drop" and "item-move" SoundPath types. https://forums.factorio.com/129710
- Added ConfigurationChangedData::migrations.
- Added CustomInputEvent::element to get the LuaGuiElement under the cursor when the custom input was activated.
- Added LuaAsteroidChunkPrototype::dying_trigger_effect read.
- Added LuaEntity::display_panel_text, display_panel_icon, display_panel_always_show and display_panel_show_in_chart read/write.
- Added LuaEntity::inventory_supports_bar(), get_inventory_bar(), set_inventory_bar(), inventory_supports_filters(), is_inventory_filtered(), can_set_inventory_filter(), get_inventory_filter(), and set_inventory_filter().
- Added LuaEntity::pickup_from_left_lane and pickup_from_right_lane read/write for inserters.
- Added LuaEntityPrototype::captured_spawner_entity read.
- Added LuaEntityPrototype::get_fluid_capacity().
- Added LuaEntityPrototype::max_performance read.
- Added LuaEntityPrototype::min_performance read.
- Added LuaEntityPrototype::neighbour_connectable read.
- Added LuaEquipmentGrid::itemstack_owner read.
- Added LuaForce::get_logistic_groups(), get_logistic_group(), create_logistic_group(), and delete_logistic_group().
- Added LuaHelpers::compare_versions().
- Added LuaHelpers::game_version read.
- Added LuaHelpers::send_udp and recv_udp. Added on_udp_packet_received.
- Added LuaInventory::weight and max_weight read.
- Added LuaItemPrototype::send_to_orbit_mode read.
- Added LuaPlayer::exit_remote_view().
- Added LuaPlayer::pipette. LuaPlayer::pipette_entity is deprecated and should not be used.
- Added LuaPrototypes::utility_constants read.
- Added LuaRenderObject::blink_interval and render_mode read/write.
- Added LuaSpacePlatform::hidden read/write.
- Added LuaSurface get_default_cover_tile() and set_default_cover_tile().
- Added force to LuaEntityDiedEventFilter.
- Added fusion reactor properties to LuaEntityPrototype.
- Added ghost_mode to LuaGuiElement::anchor.
- Added on_research_queued.
- Added player to on_research_moved and on on_research_cancelled.
- Added several LuaEntityPrototype reads for asteroid collector prototypes and entity with health prototypes.
- Added several LuaItemPrototype reads for starter pack prototypes.
- Added target_filter to ammo type read.
- Changed LuaInventory::set_bar to allow passing nil as well.
- LuaGuiElement::locked can be set during add().
- Removed LuaTilePrototype::placeable_by. Use LuaTilePrototype::items_to_place_this instead.
Balancing
- Fuel acceleration bonus and equipment speed bonuses now apply quarter of compound bonus rate to turning rate of tank-driving cars (e.g. tank)
Bugfixes
- Added missing notification of "too far to connect" for smart belt dragging when the obstacle is exceeding the limit of the related undergrounds.
- Changed pipette of fluid recipes to work the same as pipette of item recipes. https://forums.factorio.com/128512
- Fixed "Any request zero" wait condition triggering when building last item on a space platform. https://forums.factorio.com/127644
- Fixed LuaEntityPrototype::get_inventory_size() returning nil for rocket_silo_rocket and rocket_silo_trash inventories. https://forums.factorio.com/129009
- Fixed LuaForce::platforms read not being mapped by platform index as documented.
- Fixed LuaGameScript::take_technology_screenshot was not processing selected_technology. https://forums.factorio.com/129086
- Fixed LuaRadarControlBehavior was missing LuaControlBehavior fields.
- Fixed a broken menu simulation. https://forums.factorio.com/128891
- Fixed a crash due to item request proxy inconsistency.
- Fixed a crash in map generation when offset_x/y was infinite by adding stronger noise expression argument validation.
- Fixed a crash opening the train GUI in spectator controller. https://forums.factorio.com/117928
- Fixed a crash related to logistic filters that should not have import from configured but kept having one due to missing migration. https://forums.factorio.com/128719
- Fixed a crash when a vehicle with roboport equipment was marked for deconstruction. https://forums.factorio.com/128664
- Fixed a crash when attempting to run RCON commands in single player before the first tick has run. https://forums.factorio.com/128760
- Fixed a crash when calling LuaEntity::launch_rocket() with no character.
- Fixed a crash when clicking on "Show only essential technologies" in technology GUI while a hidden technology is selected. https://forums.factorio.com/128534
- Fixed a crash when defining a local noise expression as empty string and using it. https://forums.factorio.com/128654
- Fixed a crash when game was saved in complete mode (for desync, benchmark or heavy mode) that could happen after a save file was loaded from an older version requiring transport line groups to be reconstructed while there were also blueprints with transport belts present in the save.
- Fixed a crash when ghost of train stop with custom color is upgraded.
- Fixed a crash when interacting with temporary stops in moving trains. https://forums.factorio.com/127258
- Fixed a crash when migrating rolling stocks. https://forums.factorio.com/128667
- Fixed a crash when player uses editor and views surface through remote view and presses shift+right click. https://forums.factorio.com/128840
- Fixed a crash when reading LuaStyle::horizontal_spacing and vertical_spacing of a table which didn't have these values set. https://forums.factorio.com/129013
- Fixed a crash when replacing a buffered fluidbox with an unbuffered fluidbox. https://forums.factorio.com/128933
- Fixed a crash when script requested printing a localised string that has recursion loop. https://forums.factorio.com/113273
- Fixed a crash when setting active=false on logistic/construction robots. https://forums.factorio.com/128560
- Fixed a crash when trying to parameterize infinity pipe filters. https://forums.factorio.com/128626
- Fixed a crash when trying to render corpses without graphics defined. https://forums.factorio.com/128926
- Fixed a crash when trying to render screenshots of entities marked for upgrade in multiplayer latency. https://forums.factorio.com/128431
- Fixed a crash when using --dump-prototype-locale with some mods. https://forums.factorio.com/128838
- Fixed a rare, failing demolisher-related consistency check. https://forums.factorio.com/128720
- Fixed a recursive table in data would cause a crash. https://forums.factorio.com/128510
- Fixed a rendering issue with tables when removing all child widgets at once. https://forums.factorio.com/128820
- Fixed agricultural tower having insufficient electric buffer size when crane_energy_usage was larger than energy_usage.
- Fixed an issue when changing constant combinator values in multiplayer. https://forums.factorio.com/128613
- Fixed an issue with choose-elem-button highlighting when disabling/enabling widgets. https://forums.factorio.com/128938
- Fixed an issue with scrollable tooltips and label sizes. https://forums.factorio.com/128655
- Fixed any filter was showing in copy-paste filters tip. https://forums.factorio.com/129042
- Fixed asteroid collector not drawing arms and radius when offscreen. https://forums.factorio.com/116156
- Fixed belt gap traversing bug related to overbuilding ghost undergrounds with real ones. https://forums.factorio.com/128283
- Fixed blueprint tile building sometimes not allowing partial builds https://forums.factorio.com/122966
- Fixed blueprints not building cover tiles when foundation tile build failed on the same position https://forums.factorio.com/128637
- Fixed consistency issue with locomotive's fuel inventory if it has non fuel items in it.
- Fixed entity ghost colliding colliding with other force's entity marked for deconstruction sometimes causing a crash https://forums.factorio.com/127660
- Fixed extra padding above the ghost cursor selection GUI. https://forums.factorio.com/126818
- Fixed getting an extra warning message of missing underground even when its not needed. https://forums.factorio.com/124209
- Fixed ghost rotated overbuild over real entity would not generate events. https://forums.factorio.com/128717
- Fixed ghosts were not showing wire connection areas properly for combinators and power switches when connecting wires.
- Fixed heat pipe connections did not flip. https://forums.factorio.com/129176
- Fixed high memory usage of asteroid collectors because they didn't remove invalid asteroid chunks from tracking when they were disabled. https://forums.factorio.com/128564
- Fixed inserter rotation and extension speed would ignore quality level of normal quality. https://forums.factorio.com/128506
- Fixed inserters could get stuck trying to insert into lab with some modded technologies active. https://forums.factorio.com/128625
- Fixed it was possible to set "solar" usage priority for electric energy source of entities that are not a solar panel.
- Fixed listbox items with remarks would have their text cut off unnecessarily. https://forums.factorio.com/118954
- Fixed math2d.vector.to_orientation() not enforcing range [0, 1) for the return value. https://forums.factorio.com/128085
- Fixed missing localisation for nuclear explosion effects. https://forums.factorio.com/129104
- Fixed missing train stop limit and priority blueprint parametrisation context captions translations. https://forums.factorio.com/128318
- Fixed modded furnaces would not work with item and fluid recipes based on ingredients order.
- Fixed multioctave noise allowing negative and infinite octaves which caused the game to freeze in map generation on ARM systems. https://forums.factorio.com/128358
- Fixed other forces' ghosts with tile buildability rules colliding with a tile ghost on platform being removed on tile ghost build. not revive.
- Fixed possible memory management error when initializing GPU device counters with Metal. https://forums.factorio.com/128505
- Fixed renaming the last train stop on a surface would rename all global uses of the name in interrupts. https://forums.factorio.com/123641
- Fixed researched and disabled technologies being shown in the technology tree and considered as "not researched" for prerequisites checks. https://forums.factorio.com/128875
- Fixed script could rotate inserters into diagonal directions. https://forums.factorio.com/129103
- Fixed several issues of factoriopedia entries being in the wrong order. https://forums.factorio.com/128417
- Fixed smart belt building over a curve in reversed direction. https://forums.factorio.com/126645
- Fixed solar panels on a script created surfaces were not affected by surface properties.
- Fixed some issues around setting driving for a vehicle on different surface via scripts https://forums.factorio.com/127651
- Fixed spidertron remote not showing the color of the selected spiders. https://forums.factorio.com/120405
- Fixed splitter gui was not updated in some cases. https://forums.factorio.com/129161
- Fixed spoilable category not showing in Factoriopedia when the item spoiled into nothing. https://forums.factorio.com/129011
- Fixed storage tank was not showing fluid content through window when frozen. https://forums.factorio.com/129084
- Fixed super forced building across underground belts not working for some directions. https://forums.factorio.com/127335
- Fixed super-forcing gates and walls would sometimes cause deconstruction of adjacent curved rails (https://forums.factorio.com/122374 and https://forums.factorio.com/116779)
- Fixed textbox overlap in logistic network GUI. https://forums.factorio.com/118078
- Fixed texture initialization on low-memory Macs with the Metal graphics backend. https://forums.factorio.com/128458
- Fixed that AnimationSheet::repeat_count wasn't handled correctly and could crash the game. https://forums.factorio.com/128804
- Fixed that LuaEntity::launch_rocket() did not work with some parameter combinations. https://forums.factorio.com/128724
- Fixed that a black line could appear between chunks at some zoom levels. https://forums.factorio.com/128367
- Fixed that a long 'Enable train limit' translation would make the train stop GUI expand. https://forums.factorio.com/127386
- Fixed that asteroids would block placing blueprints. https://forums.factorio.com/128859
- Fixed that beacons would not respect the allowed module categories of the affected machine. https://forums.factorio.com/116042
- Fixed that belt dragging over belt undergound gap changed direction in the process, effectively making one part of the drag in the opposite direction.
- Fixed that building while in the trains GUI when entered from remote view would build physical items. https://forums.factorio.com/128591
- Fixed that changing recipes in ghost assemblers would always clear requested modules. https://forums.factorio.com/128942
- Fixed that changing recipes in ghost assembling machines didn't remove invalid item requests. https://forums.factorio.com/127958
- Fixed that character armor animations did not play correctly. https://forums.factorio.com/128631
- Fixed that construction robots dispatch for item requests was too slow in networks with many unfulfillable requests. https://forums.factorio.com/127543
- Fixed that deleting all achievements in a modded game also deleted Steam achievements. https://forums.factorio.com/128753
- Fixed that demolishers would fall asleep while mostly outside of their territory and would not respond to taking damage. https://forums.factorio.com/128104
- Fixed that destroying a character entity while it was in a space platform would crash the game. https://forums.factorio.com/128935
- Fixed that did on_player_driving_changed_state not run when cargo pods landed. https://forums.factorio.com/117557
- Fixed that disabling a text field widget didn't disable the rich text icon selector. https://forums.factorio.com/125560
- Fixed that eggs could spoil while traveling over open space and result in stuck biters. https://forums.factorio.com/128902
- Fixed that fast-replacing furnaces did not put result items into the correct slots. https://forums.factorio.com/128756
- Fixed that finishing a map drag and closing remote view on the same frame would cause remote view to become "stuck" at an offset. https://forums.factorio.com/128746
- Fixed that ghost upgrading entities in remote view would play a failure sound if the entity supported rotation but was not currently rotatable. https://forums.factorio.com/122205
- Fixed that ghost-building upgrading of an entity with module requests would clear the module requests. https://forums.factorio.com/128998
- Fixed that inactive crafting machines were not clearing animation state when freezing.
- Fixed that inserters could get stuck when captured spawners would revert and be re-captured. https://forums.factorio.com/128751
- Fixed that instant upgrading modules was not instant. https://forums.factorio.com/128649
- Fixed that internal console textfield scrollbar moved to the beginning and back after every key press if the message was too long.
- Fixed that it was not possible for scripts to set the player's zoom level at or below 1/32. https://forums.factorio.com/128530
- Fixed that item insertion requests didn't work well with spidertron's sorted inventory. https://forums.factorio.com/120830
- Fixed that items in provider chests did not count as available when reading logistic network requests. https://forums.factorio.com/128584
- Fixed that landing at modded planets could cause the game to get stuck waiting for a landing position. https://forums.factorio.com/128194
- Fixed that locomotive fuel request couldn't be canceled outside of remote view. https://forums.factorio.com/128552
- Fixed that manually launched rockets could be sent to platforms mid-flight in some cases. https://forums.factorio.com/128393
- Fixed that multiplayer networking would fail if there were too many mods in the mods directory on Linux. https://forums.factorio.com/128429
- Fixed that negative quality effects did not show correctly in tootips. https://forums.factorio.com/128464
- Fixed that offshore pump ghosts kept their fluid filters in cases where they weren't meant to. https://forums.factorio.com/128542
- Fixed that railguns didn't show the maximum energy consumption correctly. https://forums.factorio.com/128858
- Fixed that recipe with quality tooltip didn't work for modded GUIs. https://forums.factorio.com/128958
- Fixed that red wire shadows on selector combinators did not render correctly in the east orientation. https://forums.factorio.com/128890
- Fixed that renaming all stops would change the color of all stops with that name. https://forums.factorio.com/128440
- Fixed that rocket silos disabled by script would still try to fulfil space platform requests. https://forums.factorio.com/128819
- Fixed that some map generator GUI headers didn't show. https://forums.factorio.com/128566
- Fixed that some space-age recipes using spoiling could be paused indefinitely. https://forums.factorio.com/128716
- Fixed that text field rendering did not work correctly when when changing the text value in some cases. https://forums.factorio.com/126400
- Fixed that the Constant Combinator GUI had inconsistent default values. https://forums.factorio.com/128502
- Fixed that the blueprint GUI could think there were pending changes when there weren't. https://forums.factorio.com/128937
- Fixed that the blueprint parametrisation formula UI error handling didn't properly fill the variables resulting in false positive errors. https://forums.factorio.com/128195
- Fixed that the default graphics settings for some Macs with Apple GPUs were too high. (https://forums.factorio.com/128458, https://forums.factorio.com/128653)
- Fixed that the fulgoran lightning attractor didn't show what items it would produce when mined. https://forums.factorio.com/128612
- Fixed that the galaxy of fame button would not show when in multiplayer. https://forums.factorio.com/128259
- Fixed that toggling rocket silo space platform requests did not set the last user. https://forums.factorio.com/128785
- Fixed that transport belt ghost upgrading could generate unexpected undergrounds. https://forums.factorio.com/128232
- Fixed that valves would play a working sound when no fluid is flowing.
- Fixed that when parametrising something without quality (fluid for example), confirming with shortcut didn't allow to keep the parameter. https://forums.factorio.com/127940
- Fixed that you could un-toggle all of the time buttons in the production statistics GUI. https://forums.factorio.com/128694
- Fixed that you couldn't immediately clear the cursor if the inventory "hand" was on a filtered slot and you held a different item. Hand will now move to a new slot when swapping it. https://forums.factorio.com/114621
- Fixed the browse arrows in the remote view changing position when opening the train GUI. https://forums.factorio.com/119525
- Fixed turret cooldown not accounting for StartingAttack phase length, making effective turret cooldowns longer. Fixes Railgun turret showing incorrect shooting speed. (https://forums.factorio.com/128656) Fixes Railgun upgrades not being correct. (https://forums.factorio.com/116987) Adjusted railgun cooldown to maintain previous shooting speed. Effective technology bonus increased slightly.
- Fixed upgrade planner upgrading incorrect module slots when the entity was marked for downgrade. https://forums.factorio.com/121495
- Fixed various problems of smart belt building with no undergrounds in inventory over perpendicular belts. https://forums.factorio.com/122935
- Fixed vehicle ammo refill was not working. https://forums.factorio.com/129137
- Fixed wait condition "any planet import zero" was ignoring negative filters when deciding which items would be requested. https://forums.factorio.com/128821
- Fixed wire shadow rendering ignoring surface shadow opacity. https://forums.factorio.com/128633
- Improved collection of asteroid chunks on space platforms with fluctuating speed. https://forums.factorio.com/124493
- Killed landmines now explode. https://forums.factorio.com/121065
Minor Features
- Added --run-replay command line option.
- Show existing turrets' radius when holding a turret to be built. https://forums.factorio.com/116572
- Smart underground belt building now considers splitter to be an obstacle if there was something connected to the lane already.
- Spidertron remote tooltips show a camera view of the selected spiders.
Modding
- Added AgriculturalTowerPrototype::accepted_seeds.
- Added AgriculturalTowerPrototype::randomize_planting_tile.
- Added ItemPrototype::moved_to_hub_when_building.
- Added LandMinePrototype::trigger_interval.
- Added LightningProperties::lightning_multiplier_at_day, lightning_multiplier_at_night, multiplier_surface_property and lightning_warning_icon.
- Added RecipePrototype::additional_categories.
- Added SolarPanelEquipmentPrototype::performance_at_day, performance_at_night and solar_coefficient_property.
- Added SolarPanelPrototype::performance_at_day, performance_at_night and solar_coefficient_property.
- Added `helpers` to settings and prototype stages.
- Added the "valve" entity type.
- Added utility constants logistic_slots_per_row, crafting_queue_slots_per_row, blueprint_big_slots_per_row, blueprint_small_slots_per_row, and trash_inventory_width.
Scripting
- Added LuaControl::get_inventory_name.
- Added LuaEntity::cargo_bay_connection_owner read.
- Added LuaEntity::crane_end_position_3d read for getting current ending position of agricultural crane. https://forums.factorio.com/128752
- Added LuaEntity::get_fluid_source_tile() and get_fluid_source_fluid().
- Added LuaEntity::owned_plants read.
- Added LuaEntity::set_inventory_size_override/get_inventory_size_override methods with support for container and cargo-wagon.
- Added LuaEntity::use_transitional_requests read/write.
- Added LuaEntity::valve_threshold_override read/write.
- Added LuaEntityPrototype::agricultural_tower_radius, crane_energy_usage and growth_area_radius read.
- Added LuaEntityPrototype::fluid_source_offset.
- Added LuaEntityPrototype::launch_to_space_platforms read.
- Added LuaEntityPrototype::valve_mode read, LuaEntityPrototype::valve_threshold read, and LuaEntityPrototype::get_valve_flow_rate(quality).
- Added LuaGuiElement::quality read/write for "sprite-button" type.
- Added LuaHelpers::compare_versions().
- Added LuaHelpers::game_version read.
- Added LuaInventory::name read.
- Added LuaSchedule::get_inside_interrupt()/set_inside_interrupt().
- Added LuaSpacePlatform::clear_ejected_items().
- Added LuaSpacePlatform::eject_item().
- Added LuaSpacePlatform::ejected_items read.
- Added LuaSurface::daytime_parameters read/write.
- Added LuaSurface::global_electric_network_statistics read.
- Added LuaSurface::pollution_statistics read.
- Added LuaSurface::set_pollution.
- Added LuaSurface::spill_inventory.
- Added `quality` to on_script_trigger_effect event when item spoils to script trigger.
- Added character parameter to LuaEntity::launch_rocket.
- Added defines.inventory.agricultural_tower_input and defines.inventory.agricultural_tower_output.
- Added defines.inventory.linked_container_main, asteroid_collector_output, crafter_input, crafter_output, crafter_modules, crafter_trash, lab_trash.
- Added drop_full_stack parameter to LuaSurface::spill_item_stack.
- Changed LuaEntity::set_passenger() to work with cargo pods.
- Changed LuaLogisticSection::set_slot() to return the existing conflicting slot (if one exists) instead of erroring.
- Changed on_space_platform_changed_state event to run after all starter pack actions are done when applying it and LuaSpacePlatform::hub is set.
Version 2.0.45
May 5, 2025
Balancing
- Changed piercing ammo recipe to be cheaper.
- Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.
- Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
Bugfixes
- Added info about not being able to set recipe based on surface condition when parametrising blueprint. https://forums.factorio.com/123512
- Allowed setting blueprint parametetrisation ingredient of by pepetted parameter. https://forums.factorio.com/121422
- Changed asteroid spawning to be consistent regardless of what other game things are happening. https://forums.factorio.com/127656
- Fixed "<user> has paused the game" box moving outside the screen when opening the menu. https://forums.factorio.com/114143
- Fixed "<user> has paused the game" box sometimes appearing outside the screen when pausing the game.
- Fixed Beacon transmission strength graph duplicate number on some scales. https://forums.factorio.com/118259
- Fixed Controller settings section in the Controls settings window not behaving correctly during search.
- Fixed GUI layout issues with relative GUIs when nesting widgets. https://forums.factorio.com/127900
- Fixed Spoilage from section is included in merged recipe/item entries of factoriopedia. https://forums.factorio.com/125996
- Fixed Undo after overbuilding existing entities with blueprint parametrised blueprint. https://forums.factorio.com/124612
- Fixed a consistency crash when disconnecting rolling stock and modifying the train in the same tick through Lua. https://forums.factorio.com/127506
- Fixed a crash on saving when blueprint was made out of a train that contains a non temporary rail target. https://forums.factorio.com/119656
- Fixed a crash when a space platform in orbit is teleported to a distant connection by a script.
- Fixed a crash when clicking on a new tip popup while being dead. https://forums.factorio.com/127440
- Fixed a crash when corpse animations aren't defined correctly. https://forums.factorio.com/127916
- Fixed a crash when drawing combinator with activity_led_sprites missing. https://forums.factorio.com/127661
- Fixed a crash when fast-replacing a train stop ghost with mods listening to 'on_entity_color_changed' event. https://forums.factorio.com/127869
- Fixed a crash when hovering blueprints pasted into chat. https://forums.factorio.com/128059
- Fixed a crash when migrating some mods with assembling machines that have control behaviors. https://forums.factorio.com/127793
- Fixed a crash when on_player_setup_blueprint errors. https://forums.factorio.com/127064
- Fixed a crash when preparing undo/redo camera for tiles which are on a deleted chunk. https://forums.factorio.com/127876
- Fixed a crash when removing modded cargo pods through mod removal. https://forums.factorio.com/127757
- Fixed a crash when rendering a modded pipe that has multiple connections facing the same direction. https://forums.factorio.com/128399
- Fixed a crash when reordering empty filters in asteroid collector. https://forums.factorio.com/128286
- Fixed a crash when robot orders are invalidated while finishing another order. https://forums.factorio.com/128387
- Fixed a crash when script tries to set deconstruction planner's entity filter to contain only quality condition. https://forums.factorio.com/127716
- Fixed a crash when setting resource_patch_search_radius to 0. https://forums.factorio.com/127907
- Fixed a crash when some tile sprites end up with zero size due to scaling. https://forums.factorio.com/128344
- Fixed a crash when trying to open the logistics GUI while dead. https://forums.factorio.com/127693
- Fixed a crash with rocket flying sound after a failed audio device switch.
- Fixed a custom GUI layout issue. https://forums.factorio.com/128385
- Fixed a desync related to demolishers. https://forums.factorio.com/127560
- Fixed a performance issue with lightning on explored planets. https://forums.factorio.com/127611
- Fixed a potential stutter when stopping a variable music track. https://forums.factorio.com/127454
- Fixed a sound instance leak when closing machine GUIs with playing sound accents. https://forums.factorio.com/127889
- Fixed accumulator charge/discharge emission sprite being misaligned. https://forums.factorio.com/128113
- Fixed achievement GUI progress not being updated after an achievement was completed. https://forums.factorio.com/122821
- Fixed alert icons could persist after changing surfaces. https://forums.factorio.com/121200
- Fixed assembler insertion margins were not correctly accounting for max inserter hand in some cases. https://forums.factorio.com/127884
- Fixed asteroids not getting destroyed when they collided with the platform and had zero relative velocity while the platform was moving.
- Fixed asteroids sometimes getting destroyed when platform speed was negative.
- Fixed black lines on some entities when "alt-mode" is enabled when using Metal graphics backend.
- Fixed blood particle tint being ignored in Lua. https://forums.factorio.com/127585
- Fixed blueprint library small slots view had extra empty space. https://forums.factorio.com/127392
- Fixed building preview of blueprint with locomotives could show them in wrong orientation when blueprint is rotated in some cases. https://forums.factorio.com/122643
- Fixed burner spidertron would keep moving indefinitely after running out of fuel. https://forums.factorio.com/128126
- Fixed changing deconstruction planner entity and tile filters by script would not replace all filters. https://forums.factorio.com/127720
- Fixed clicking a station label in the train GUI would not open map at the expected train stop. https://forums.factorio.com/107757
- Fixed consistency issue related to importing blueprint strings where assembler is given a recipe it cannot craft. https://forums.factorio.com/127707
- Fixed constant combinators were clamping total values from logistic sections when they should wrap around. https://forums.factorio.com/128129
- Fixed copying from space platforms did not count and preview platform tiles. https://forums.factorio.com/124874
- Fixed count of trains in group was not updating when adding other trains to group by copy settings. https://forums.factorio.com/122645
- Fixed crash related to boilers when configured to output fluid with lower temperature than default temperature of output fluid. https://forums.factorio.com/124071
- Fixed crash that could occur when using the Metal graphics backend with texture streaming enabled.
- Fixed crash that could randomly occur when using Metal graphics backend.
- Fixed custom minimap widget would not restore zoom after save-load, would ignore zoom given during creation and would change zoom incorrectly when writing to zoom. https://forums.factorio.com/127590
- Fixed cutting both tile ghosts and non-(tile ghost) entities would remove the tile ghosts, despite not include them in resulting BP. https://forums.factorio.com/127588
- Fixed decider's output constant was not covered by parametrisation. https://forums.factorio.com/127695
- Fixed deconstruction planner with tile filter would not mark for deconstruction hidden tiles matching filter if there is a non-matching tile marked for deconstruction covering them. https://forums.factorio.com/127727
- Fixed display panel chart tags having different sprite layering than regular map tags. https://forums.factorio.com/127174
- Fixed display panel not updating rendered text after parametrisation. https://forums.factorio.com/127694
- Fixed edit interrupt GUI closing the wait conditions and choose station windows spuriously. https://forums.factorio.com/118361
- Fixed expected resources were rounded down in some cases. https://forums.factorio.com/127787
- Fixed fluid box compound was not respecting max pipeline extent value of the original fluid boxes. https://forums.factorio.com/128123
- Fixed freeplay description was changing to space age freeplay even if space-age mod was not enabled. https://forums.factorio.com/127215
- Fixed generator equipment item tooltip ignoring fuel consumption efficiency. https://forums.factorio.com/127280
- Fixed ghost (non-superforced) rotated fast replace of some fast replaceable entities that have rotation constrains after placement. https://forums.factorio.com/100956
- Fixed importing upgrade planner string would not preserve fuel mappers. https://forums.factorio.com/127742
- Fixed in some cases a locomotive could be fueled even if the train was already on the way but not yet moving. https://forums.factorio.com/123930
- Fixed inconsistent display of rich text icons in tooltips. https://forums.factorio.com/125254
- Fixed inserters would detach from valid pickup targets if they have no inventory. https://forums.factorio.com/127774
- Fixed issue with merging fluid/recipe where there are more result products. https://forums.factorio.com/128120
- Fixed it was not possible to configure infinity cargo wagon infinity filters in some cases. https://forums.factorio.com/127743
- Fixed it was not possible to use more than 6 recipe ingredients in blueprint parametrisation formulas. https://forums.factorio.com/127748
- Fixed labs with drain multiplier taking too long to drain final fraction of science packs. https://forums.factorio.com/128097
- Fixed latency hiding when dragging remote remote view with the cursor while the server is running more slowly than clients. https://forums.factorio.com/122891
- Fixed locomotive GUI formatting for trains with many fuel slots. https://forums.factorio.com/104682
- Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. https://forums.factorio.com/126778
- Fixed logistic group multiplier was not visible with long group names. https://forums.factorio.com/124233
- Fixed manually changing upgrade target of entity was not covered by undo. https://forums.factorio.com/126895
- Fixed missing achievement mentions for the new restrictions in map gen settings.
- Fixed mods adding many planets would cause the map generator GUI to not layout nicely. https://forums.factorio.com/123043
- Fixed module slots configured in upgrade planner would not preserve positions when exported to a string. https://forums.factorio.com/127742
- Fixed not being able to mute sound category by clicking its label. https://forums.factorio.com/127332
- Fixed particles being updated twice when they moved to a new chunk. https://forums.factorio.com/127063
- Fixed pinned achievement cards stretching when multiplayer infoboxes are present. https://forums.factorio.com/126269
- Fixed platforms list not updating after platform was renamed. https://forums.factorio.com/127666
- Fixed potential crash when drawing an entity in the GUI at scale 0. https://forums.factorio.com/127734
- Fixed pretty print for LuaPlayer was showing wrong index. https://forums.factorio.com/127786
- Fixed production score script error when encountering recipe products of type "research-progress". https://forums.factorio.com/125973
- Fixed programmable speaker alert quality wasn't shown in the alert slot. https://forums.factorio.com/117363
- Fixed programmable speaker alerts would not update to show on map when alert was active. https://forums.factorio.com/121470
- Fixed rail variants can now be accessed with alt click in factoriopedia. https://forums.factorio.com/127867
- Fixed recipe raw for some gleba recipes would use some unexpected recipes to obtain spoilage. https://forums.factorio.com/123147
- Fixed recipe tooltips not showing intermediate ingredients as craftable (orange) when those intermediate recipes create extra products. https://forums.factorio.com/105658
- Fixed renaming all logistic points in a logistic group would delete the old group if the new group already existed. https://forums.factorio.com/127190
- Fixed rich text chat tooltips not disappearing when opening the menu. https://forums.factorio.com/108191
- Fixed rich text chat tooltips showing when hovering below the chat with chat messages with multiple lines.
- Fixed rocket target GUI was showing platforms unsorted. https://forums.factorio.com/127668
- Fixed schedule GUI station buttons not updating correctly. https://forums.factorio.com/116283
- Fixed shotgun damage tooltip not showing parenthesis. https://forums.factorio.com/114190
- Fixed some icons were not collected for galaxy of fame uploads. https://forums.factorio.com/125306
- Fixed space platform schedule was not updating logical operator when changed by other players. https://forums.factorio.com/126828
- Fixed that Bioflux and Yumako would heal vehicles. https://forums.factorio.com/126875
- Fixed that Ctrl+Click on empty equipment grid slot in remote view behaved unexpectedly. https://forums.factorio.com/127251
- Fixed that CustomGuiSlider did not respect the discrete slider value when changing the minimum and maximum values. https://forums.factorio.com/125815
- Fixed that Factoriopedia would not fully respect the relative ordering between different object types. https://forums.factorio.com/127979
- Fixed that LuaDefines::logistic_member_index was missing some values. https://forums.factorio.com/127259
- Fixed that LuaSchedule::add_record() ignored created_by_interrupt. https://forums.factorio.com/128066
- Fixed that a decal covered by a tile would still play its walking sound. https://forums.factorio.com/127536
- Fixed that arriving platforms sent the wrong old state to on_space_platform_changed_state event. https://forums.factorio.com/128352
- Fixed that blueprint parameter item which was named but not configured to be parametrised became parametrised after export/import through blueprint string. https://forums.factorio.com/121238
- Fixed that blueprint parametrisation of combination of recipe + item didn't apply the recipe limitation based on crafting machine it appears in. https://forums.factorio.com/121013
- Fixed that building trains would remove train ghosts on other rail elevations. https://forums.factorio.com/128025
- Fixed that building underground belts and underground pipes would not show an error flying text. https://forums.factorio.com/121145
- Fixed that building walls would remove unrelated ghosts in some cases. https://forums.factorio.com/121124
- Fixed that canceling cliff deconstruction could break cliff deconstruction. https://forums.factorio.com/127640
- Fixed that changing enemy expansion settings didn't update the enemy expansion map. https://forums.factorio.com/113349
- Fixed that changing quality in some select-GUIs would reset the count. https://forums.factorio.com/123929
- Fixed that changing the minimum value of a logistic request through moving the maximum slider did not work correctly. https://forums.factorio.com/124659
- Fixed that changing the requested item in space platform hubs would only visually update the max amount. https://forums.factorio.com/122834
- Fixed that choose elem button filters did not handle migrations at all. https://forums.factorio.com/127652
- Fixed that combining negative logistic filters with positive ones did not work correctly. https://forums.factorio.com/127246
- Fixed that confirming icon selection in the save game dialog name editing confirmed the save dialog instead of the icon selection. https://forums.factorio.com/122917
- Fixed that creating a rich text tag by deleting a character would not move the text cursor from the middle of the tag. https://forums.factorio.com/102851
- Fixed that deconstruction jobs didn't properly distribute tasks to closer robots. https://forums.factorio.com/116875
- Fixed that deleting items through the map editor didn't clear request proxies. https://forums.factorio.com/127164
- Fixed that drag building an underneathie would show a flying text whenever the cursor went over an obstacle.
- Fixed that entity quality conditions when rendering blueprints would render behind the entity. https://forums.factorio.com/127724
- Fixed that frozen rocket silos could block non-frozen silos from launching. https://forums.factorio.com/128006
- Fixed that galaxy of fame wasn't available when player died after winning the game. https://forums.factorio.com/122394
- Fixed that highlighting robots in the logistic networks GUI excluded requested robots. https://forums.factorio.com/126621
- Fixed that indestructible entities on the space platform could consume asteroid damage before other entities on the same tile.
- Fixed that inserters could get stuck inserting items if the item spoiled into one of the crafting machines current recipe ingredients. https://forums.factorio.com/127583
- Fixed that installing modules with an upgrade planner or manually via fast-transfer wouldn't work if modules or module requests already existed in the entity. https://forums.factorio.com/117838
- Fixed that instant tooltips could block the game-over screen. https://forums.factorio.com/128122
- Fixed that it was possible to rotate blueprint with thrusters. https://forums.factorio.com/125242
- Fixed that it was possible to start another blueprint build while parametrisation was in progress. https://forums.factorio.com/120531
- Fixed that linked belt fast-replace didn't change the direction. https://forums.factorio.com/121508
- Fixed that locale pluralization did not work with SI-prefixed numbers.
- Fixed that logistic section multipliers rounded differently in some places. https://forums.factorio.com/125226
- Fixed that lower pollution absorption disabled some achievements (instead of the higher one).
- Fixed that manually filed rocket silos wouldn't launch correctly when multiple platforms requested the same item. https://forums.factorio.com/128447
- Fixed that manually placing a real entity on a ghost didn't set item requests properly. https://forums.factorio.com/127575
- Fixed that modded miniature spidertrons could get stuck when something is built underneath their legs. https://forums.factorio.com/119004
- Fixed that modifying logistic requests in groups on planets would reset import-from. https://forums.factorio.com/119455
- Fixed that modifying the group schedule of trains would cause other trains in the group to switch to automatic mode. https://forums.factorio.com/128173
- Fixed that module upgrade requests could get cut short depending on the module inventory size of the original entity. https://forums.factorio.com/119941
- Fixed that module upgrades could not be cancelled with an upgrade planner. https://forums.factorio.com/122766
- Fixed that module upgrades used the original entity's "allowed effects" restrictions instead of the upgrade target's. https://forums.factorio.com/119941
- Fixed that module upgrades, installations, and removals via upgrade planner didn't work if the entity already had existing delivery or removal requests in another inventory.
- Fixed that overbuilding train with parametrised blueprint didn't apply the parametrisation on the schedule of the existing train. https://forums.factorio.com/126136
- Fixed that picking rocket parts signal by pipette picked the item version of the signal, which wasn't compatible with the recipe version of the signal.
- Fixed that pipette on resource entities would put the burner drill circuit signal in the cursor. https://forums.factorio.com/127988
- Fixed that pipette while in the train fuel tab would put a ghost item in the cursor. https://forums.factorio.com/125090
- Fixed that pipetting parameter in cheat mode generated parameter item.
- Fixed that pressing alt while selecting blueprint contents confirmed the selection. https://forums.factorio.com/119511
- Fixed that pushing fluid away into a double-buffered fluidbox would push fluid into the internal buffer instead of the segment. https://forums.factorio.com/127305
- Fixed that quality tooltips showed the wrong value in crafting machines in modded cases. https://forums.factorio.com/125513
- Fixed that reading orbital requests would generate negative signals in some cases. https://forums.factorio.com/121003
- Fixed that rearranging infinity filters could cause buttons to edit the wrong filters. https://forums.factorio.com/128189
- Fixed that recipe hover highlights didn't work correctly when driving vehicles. https://forums.factorio.com/124215
- Fixed that recipe item order changes would cause items to be removed in some cases. https://forums.factorio.com/128105
- Fixed that recipes using result_is_always_fresh would start spoiling at the tick crafting started instead of the tick crafting finished. https://forums.factorio.com/128341
- Fixed that remote equipment removal couldn't be cancelled. https://forums.factorio.com/123069
- Fixed that remote view could not interact with blueprint books in the character inventory. https://forums.factorio.com/117944
- Fixed that remote view could not order removal of items from the assembling machine dump inventory. https://forums.factorio.com/126802
- Fixed that robot upgrade jobs weren't evenly distributed. https://forums.factorio.com/125704
- Fixed that searching in inventories did not search quality names. https://forums.factorio.com/127826
- Fixed that selecting parameter when only the base value is possible to change (the blueprint contains the item in other than normal quality), the select list actually offered quality selection and discarded it, instead of not even offering the quality selection. https://forums.factorio.com/121844
- Fixed that selecting rocket part during blueprint parametrisation created incompatibile station name. https://forums.factorio.com/121079
- Fixed that self-recycling recipes were generated for parameters.
- Fixed that setting fluids on a FluidBox via Lua would give fluids to ghost entities, which would cause a consistency check failure. https://forums.factorio.com/127733
- Fixed that signal pipette did not work for fluids, and some other GUI elements. https://forums.factorio.com/120416
- Fixed that smart belt dragging would not revive ghost underground belts at the end of a gap. https://forums.factorio.com/118408
- Fixed that some tile types on Gleba were not absorbing spores.
- Fixed that space platform name wasn't parametrisable by blueprint.
- Fixed that space platform schedule wasn't properly affected by during blueprint parametrisation. https://forums.factorio.com/124305
- Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
- Fixed that the build preview and rolling stock final position did not match in some cases. https://forums.factorio.com/126883
- Fixed that the burner generator prototype type did not report its max consumption correctly. https://forums.factorio.com/127140
- Fixed that the confirm hotkey did not confirm-resume when in the map editor. https://forums.factorio.com/122737
- Fixed that the invalidation of the achievement "Keeping your hands clean" wasn't properly saved on a headless server. https://forums.factorio.com/118168
- Fixed that the last-shown mod thumbnail would remain when the mod info pane was cleared. https://forums.factorio.com/126193
- Fixed that the map editor extra-settings GUI did not work correctly for ghosts. https://forums.factorio.com/127809
- Fixed that the map view train shortcut info was shown when zoomed in even though it didn't apply when zoomed in. https://forums.factorio.com/123075
- Fixed that the missing-equipment message when copying spidertron equipment overlapped. https://forums.factorio.com/128306
- Fixed that the mod manager update table styling would break when mods were updating. https://forums.factorio.com/117713
- Fixed that the recipe productivity locale was in space age instead of core. https://forums.factorio.com/127938
- Fixed that the space platform hub full alert didn't persist in some situations. https://forums.factorio.com/127058
- Fixed that the train control hint window was showing in remote view of other surfaces. https://forums.factorio.com/118902
- Fixed that trees on Gleba were taking damage from and absorbing spores. https://forums.factorio.com/123472
- Fixed that trying to move the upper limit on double-slider GUI elements could sometimes change the lower limit even when nothing actually changed. https://forums.factorio.com/119015
- Fixed that turrets could get stuck shooting at the wrong location when target-leading fast targets. https://forums.factorio.com/127650
- Fixed that undo when in the Map Editor and having instant-blueprint-building enabled didn't always work with elevated rails. https://forums.factorio.com/128280
- Fixed that undoing a fast replace would not restore wires. https://forums.factorio.com/117356
- Fixed that upgrading or manually fast-replacing any entity would clear any pending item delivery or removal requests. https://forums.factorio.com/122943
- Fixed that when number parameter had formula but disabled, it still counted that value as not needed to be filled when deciding what parametrisation window to show. https://forums.factorio.com/122761
Changes
- Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.
- All parameters can potentially generate the stack size, crafting time, rocket capacity and ingredient count as long as they are mapped to id which is a recipe.
- Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.
- Cargo landing pad does not draw inventory contents in alt mode.
- Changed pipette to always select normal quality items when pipetting a tile. https://forums.factorio.com/126506
- Changed the blueprint parametrisation logic related to quality. Before, whenever anything other than normal quality was used with parameters, the quality was always taken from the blueprint, and only the core id was parametrised. Now, this only happens when more than 1 quality with the same id is present instead.
- Creating a rich text tag will move the text cursor to the end of the tag, not the beginning.
- Decider combinator condition which contains parameter evaluated to nothing (non-existent ingredient) when building blueprint is deleted instead of kept empty. https://forums.factorio.com/118455
- Improve relative vehicle driving with gamepad in multiplayer, especially when shooting.
- Included priority and train limit of train stop into blueprint parametrisation.
- Lowered volume of cargo wagon and beacon open/close GUI sounds. https://forums.factorio.com/127908
- New achievement limitations won't affect saves started before the version 2.0.45.
- Reduced volume and pitch of recycler loop and railgun turret shot sounds. https://forums.factorio.com/128024
- Renamed controller vehicle driving modes from "relative" to "heading" and from "absolute" to "steering".
- Some achievements are also disabled when Gleba enemies are set to be lower.
- The "Tags" map overlay setting now also toggles display panel tags. https://forums.factorio.com/127174
- When the blueprint is being parametrised and "Show all items in selection list" interface option is selected, all (even locked) recipes are presented. https://forums.factorio.com/122496
- [space-age] Changed rocket part recipe position in the signal selection to be next to the rocket silo instead of intermediates.
Graphics
- Added Metal graphics backend for Apple devices.
- Added graphics for frozen stone path.
- Added new particle effects for mining or destroying Gleba plants and fungi.
- Added new recipe icons for molten metals from ore and reworked existing icons related to molten metals and lava. https://forums.factorio.com/118474
- Added some new Gleba decorative variants for Nerve roots.
- Changed items to stop drawing health and spoilage bars when the player is zoomed too far out. https://forums.factorio.com/125880
- Changed the north edge of all pipe graphics to include an arch to prevent tiling issues in specific cases.
- Improved visibility and looks of Fulgora cliffs.
- Improved water/land visibility on Gleba by masking decals over water, changing terrain and water colors, and adding a water edge foam effect.
Gui
- Added equipment grid button to locomotive GUI and removed the popup window. https://forums.factorio.com/119335
Minor Features
- Added "planets" and "character" tags to the mod portal explore pane.
- Added Space Age expansion filter to the mod portal explore pane.
- Added filter support to burner fuel inventories.
- 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.
- Added support for volume and speed activity matching for persistent working sounds.
- Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
- Equipment grid GUIs have improved click-and-drag support. In addition to installing equipment, you can now click and drag to pick up, transfer, and fast-replace equipment.
- Items manually inserted or removed from space platform dump inventory will always reset drop cooldown to two seconds. This should make manual interactions more responsive and intuitive. https://forums.factorio.com/127709
- Mod portal search results and mod info will show whether they require the Space Age expansion.
- Tall tooltips when attached to the right side of the screen can be scrolled (by default shift + scroll).
- The swap-players command can now handle basic remote view and players in space platform hubs.
Modding
- Added AirbornePollutantPrototype::damages_trees.
- Added CarPrototype::rotation_snap_angle
- Added FusionReactorPrototype::target_temperature.
- Added MiningDrillPrototype::uses_force_mining_productivity_bonus.
- Added PumpPrototype::flow_scaling.
- Added RocketSiloPrototype::can_launch_without_landing_pads.
- Added collision-layer out_of_map for out-of-map tiles.
- Decals now support draw_as_light and draw_as_glow.
- Fluid boxes with diagonal connections now throw a prototype error.
- Instead of "enemy-bases" autoplace control being hardcoded to be the one to affect achievements, achievements are now affected by any autoplace controls with the new property related_to_fight_achievements.
- [space-age] Decals can now be masked by water if their layer is above UtilityConstants::capture_water_mask_at_layer, the tile effect has a lightmap_alpha of less than 1, and the decal has opacity_over_water less than 1. This is currently requires Space Age as the effect is not supported on Switch.
Scripting
- Added LuaControl::close_factoriopedia_gui().
- Added LuaControl::open_factoriopedia_gui(...).
- Added LuaEntity::base_damage_modifiers and bonus_damage_modifiers read/write.
- Added LuaEntity::item_request_proxy read as the recommended way to check for the presence of one.
- Added LuaPlayer::zoom_limits
- Added LuaTransportLine::total_segment_length.
- Added base_damage_modifiers and bonus_damage_modifiers when creating projectile types through LuaSurface::create_entity().
- Added label, preview_distance and always_visible fields to LuaPlayer::add_pin.
- Added optional amount to LuaItemStack::transfer_stack().
- Added support for fusion reactors to LuaEntityPrototype::target_temperature.
- Made LuaPlayer::zoom readable
- The remote view controller now supports enabling and disabling flashlight.
The full changelog is too long and Steam won't let us post it, so please check our forums or in-game for details.
Minor Features
- Added support for volume and speed activity matching for persistent working sounds.
- The swap-players command can now handle basic remote view and players in space platform hubs.
Graphics
- Changed items to stop drawing health and spoilage bars when the player is zoomed too far out. more
Balancing
- Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
- Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.
Bugfixes
- Fixed a desync related to demolishers. more
- Fixed total raw item icons clipping out of the recipe tooltip. more
- Fixed unlimited building reach when train GUI was open from character view. more
- Fixed vehicles with portable roboports not being able to insert/remove equipment from themselves. more
- Fixed a potential stutter when stopping a variable music track. more
- Fixed variable music track intermezzo not being played correctly for subsequent tracks.
- Fixed the collision and selection boxes for many of the Gleba tree/fungi.
- Fixed a performance issue with lightning on explored planets. more
- Fixed tile auto-filling logic would sometimes ignore listed entities' (e.g. Asteroid collector's) buildability rules. more
- Fixed that picking rocket parts signal by pipette picked the item version of the signal, which wasn't compatible with the recipe version of the signal.
- Fixed that inserters could get stuck inserting items if the item spoiled into one of the crafting machines current recipe ingredients. more
- Fixed ghost (non-superforced) rotated fast replace of some fast replaceable entities that have rotation constrains after placement. more
- Fixed cutting both tile ghosts and non-(tile ghost) entities would remove the tile ghosts, despite not include them in resulting BP. more
- Fixed that remote equipment removal couldn't be cancelled. more
- Fixed that Ctrl+Click on empty equipment grid slot in remote view behaved unexpectedly. more
- Fixed production score script error when encountering recipe products of type "research-progress". more
- Fixed that trees on Gleba were taking damage from and absorbing spores. more
- Fixed that some tile types on Gleba were not absorbing spores.
- Fixed that the train control hint window was showing in remote view of other surfaces. more
- Fixed that undoing a fast replace would not restore wires. more
- Fixed a crash with rocket flying sound after a failed audio device switch.
- Fixed that it was possible to rotate blueprint with thrusters. more
- Fixed custom minimap widget would not restore zoom after save-load, would ignore zoom given during creation and would change zoom incorrectly when writing to zoom. more
- Fixed that canceling cliff deconstruction could break cliff deconstruction. more
- Fixed that manually placing a real entity on a ghost didn't set item requests properly. more
- Fixed a crash when drawing combinator with activity_led_sprites missing. more
- Fixed rocket target GUI was showing platforms unsorted. more
- Fixed platforms list not updating after platform was renamed. more
- Fixed crash related to boilers when configured to output fluid with lower temperature than default temperature of output fluid. more
- Fixed recipe raw for some gleba recipes would use some unexpected recipes to obtain spoilage. more
- Fixed decider's output constant was not covered by parametrisation. more
- Fixed display panel not updating rendered text after parametrisation. more
- Fixed consistency issue related to importing blueprint strings where assembler is given a recipe it cannot craft. more
- Fixed a crash when script tries to set deconstruction planner's entity filter to contain only quality condition. more
- Fixed a crash on saving when blueprint was made out of a train that contains a non temporary rail target. more
- Fixed util.rotate_position was working incorrectly. more
- Fixed changing deconstruction planner entity and tile filters by script would not replace all filters. more
- Fixed unit groups getting stuck while following a path, causing the units in the group to give up on their goal. more
- Changed asteroid spawning to be consistent regardless of what other game things are happening. more
- Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. more
- Fixed a crash when trying to open the logistics GUI while dead. more
- Fixed that galaxy of fame wasn't available when player died after winning the game. more
- Fixed that changing enemy expansion settings didn't update the enemy expansion map. more
- Fixed that choose elem button filters did not handle migrations at all. more
- Fixed that turrets could get stuck shooting at the wrong location when target-leading fast targets. more
- Fixed that entity quality conditions when rendering blueprints would render behind the entity. more
- Fixed importing upgrade planner string would not preserve fuel mappers. more
- Fixed potential crash when drawing an entity in the GUI at scale 0. more
- Fixed module slots configured in upgrade planner would not preserve positions when exported to a string. more
- Fixed various issues related to upgrade planner and Lua API. more
- Fixed programmable speaker alert quality wasn't shown in the alert slot. more
- Fixed it was not possible to use more than 6 recipe ingredients in blueprint parametrisation formulas. more
- Fixed it was not possible to configure infinity cargo wagon infinity filters in some cases. more
- Fixed that setting fluids on a FluidBox via Lua would give fluids to ghost entities, which would cause a consistency check failure. more
- Fixed space platform schedule was not updating logical operator when changed by other players. more
- Fixed manually changing upgrade target of entity was not covered by undo. more
- Fixed freeplay description was changing to space age freeplay even if space-age mod was not enabled. more
- Fixed some icons were not collected for galaxy of fame uploads. more
Modding
- Added AirbornePollutantPrototype::damages_trees.
Minor Features
- Added additional information to Landing pad, Platform Hub and Cargo bay in factoriopedia. more
Graphics
- Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
Bugfixes
- Fixed equipment grid ghost interaction for entities that move in some cases. more
- Fixed a crash when named logistic sections are removed when entities are removed due to mod removal. more
- Fixed that finite infinite levels would show wrong in the technology GUI in some cases. more
- Fixed that display panel text wasn't parametrisable by blueprint parametrisation. more
- Fixed that switching to remote view while shooting would keep shooting. more
- Fixed consistency issue related to downgrading blueprints that contain assemblers that when downgraded can no longer craft the recipe. more
- Fixed trains station tutorial would crash when adding a schedule record. more
- Fixed that space platform hubs would not auto-trash items correctly. more
- Fixed a crash when asteroid collector tried to mine an unminable asteroid chunk.
- Fixed migrating logistic containers into storage chest could leave them inconsistent. more
- Fixed that fusion generators were highly sensitive to entity update order. more
- Fixed that rockets might not launch if there were manual filled rockets and multiple platforms wanting the same items with at least 1 being full. more
- Fixed a crash related to drag building ghost belts and script reviving entities. more
- Fixed a crash when upgrade-reviving ghost entities that have gui open. more
- Fixed a proxy container attached to mining drill module inventory would not wake up inserters when modules are inserted or removed. more
- Fixed display panel text was not showing up on screenshots. more
- Fixed selector combinator gui was showing input value in the output count signal slot. more
- Fixed following robots lifetime modifier was not working with fractions. more
- Fixed demolishers were unable to destroy open gates. more
- Fixed spoil to trigger was not spawning correct amount of entities.
- Agricultural Tower soil fertility visualisations now renders "growable with different soil" even when acceptable tile is covered by deconstructible tile more
- When placing growable tile, Agricultural tower growing spot is highlighted even in a case where tile is placeable as replacement of non-growable tile (e.g. overgrowth soil on landfilled apt wetland tile)
- Fixed a crash and some other zoom-related problems if the window size is exceptionally large. more
- Fixed items on splitters were changing sides when rotating. more
- Fixed decider combinator gui conditions highlighting. more
- Fixed blueprints being able to rotate entites that are not rotatable based on their prototypes more
- Fixed that blueprint building parametrisation gui didn't accept unit postfixes and formulas. more
- Fixed that blueprint parametrisation number value edit didn't accept unit postfixes and formulas.
- Fixed wire distance checks when entity uses rotated selection boxes. more
- Fixed deconstruction planner with quality entities selected would not show quality on the icon. more
- Fixed modded technologies with finite amount of levels could fail to show levels info. more
- Fixed that blueprint parametrisation was able to change number in a storage chest filter. more
- Added more context to blueprint parameters in trains. more
- Fixed changing space platform hub's inventory bar was not waking up input inserters. more
- Fixed pipe connection sprites of some machines not working together with storage tanks and pumps. more
- Fixed tooltip for recipe parameters to not show "made in". more
- Fixed lamps with color set by control behavior would not use color for one tick after loading a save. more
- Fixed cutscenes would reset player zoom level when finishing. more
- Fixed some tooltip lines would clip outside the tooltip frame. more
- Fixed that the character would keep mining when entering remote view. more
Modding
- Changed working_visualisations to enforce that the provided array is contiguous.
- Added FluidBoxPrototype::volume_reservation_fraction.
- Added ExplosionPrototype::delay and ExplosionPrototype::delay_deviation for adding an artificial delay to an explosion effect.
- Added ExplosionPrototype::explosion_effect which triggers after the delay has passed instead of when the explosion entity is created as with EntityPrototype::created_effect.
- Added TechnologyPrototype::show_levels_info.
Scripting
- LuaEntity::infinity_inventory_filters and remove_unfiltered_items now support infinity-cargo-wagon.
- LuaControl::walking_state now reads and writes spider-vehicle walking state if the player is driving one.
- Added LuaEntity::cargo_pod_origin which stores which station entity the pod departed from. (Migrated existing pods from before this version do NOT retroactively gain this information)
- Added 'spoil-result' and 'plant-result' filter to ItemPrototypeFilters.
Bugfixes
- Fixed GPU-accelerated compressed mipmaps on Apple Silicon Macs. https://forums.factorio.com/127316
- Fixed a crash related to modded enemy behavior. https://forums.factorio.com/127314
- Fixed a crash when a tile cannot be placed due to a missing foundation with default not given. https://forums.factorio.com/127087
- Fixed a crash when trying to create a blueprint out of space platform hub which has wait condition with empty item field.
- Fixed a crash when upgrading underground belts manually through remote view. https://forums.factorio.com/127385
- Fixed a desync when cancelling deconstruction of frozen underground belts or frozen splitters.
- Fixed a graphics artifact when drawing ghost rocket silos. https://forums.factorio.com/126888
- Fixed another bug related to smart underground belt building.
- Fixed deconstruction planner would not respect deconstruction alternatives when they were inside of entity ghost. https://forums.factorio.com/127414
- Fixed extra spidertron ghost being created when ghost-building spidertron snapped to existing spidertron ghost https://forums.factorio.com/119776
- Fixed ghosts of non-blueprintable entities being ghost-buildable in normal mode (e.g. in remote view). https://forums.factorio.com/127375
- Fixed missing blueprint parametrisation number context for ticks waiting in station schedule condition. https://forums.factorio.com/119806
- Fixed nauvis_uranium_processing menu simulation not loading properly in the demo. https://forums.factorio.com/124048
- Fixed parametrisation into requests which would lead into duplicate requests wasn't handled. https://forums.factorio.com/119628
- Fixed rail signal selection box when selection box is off-center. https://forums.factorio.com/119778
- Fixed splash screen progress bar size not scaling with the UI.
- Fixed that beacon fast-replace would allow modules the beacon did not accept. https://forums.factorio.com/125352
- Fixed that building vehicles with pre-configured equipment grids did not always work correctly. https://forums.factorio.com/123758
- Fixed that personal lasers would be offset incorrectly while having a tesla gun equipped. https://forums.factorio.com/122006
- Fixed that pre-2.0 map exchange strings were able to disable cliffs on all planets. https://forums.factorio.com/127071
- Fixed that some frozen rocket silos could get stuck. https://forums.factorio.com/126779
- Fixed that the can't-reach wire sprite would get drawn under some entities. https://forums.factorio.com/124590
- Fixed that the chart drag hotkey did not work. https://forums.factorio.com/127287
- Fixed that the infinity cargo wagon showed in Factoriopedia. https://forums.factorio.com/127394
- Fixed that water cane had the wrong icon. https://forums.factorio.com/123473
- [space-age] Fixed some recipes would recycle to wrong items when playing with quality only. https://forums.factorio.com/127370
Modding
- Added ElectricPolePrototype::rewire_neighbours_when_destroying.
- Moved the agricultural tower growth area radius to the prototype as growth_area_radius. https://forums.factorio.com/127340
Balancing
- [space-age] Oil Refinery now collides with ice platform https://forums.factorio.com/124163
- water-mud and water-shallow are now landfillable in vanilla (already landfillable in space age) https://forums.factorio.com/123169
Bugfixes
- Added more detailed healing values for entities healing < 10/s. https://forums.factorio.com/125223
- Fixed "Any planet import zero" wait condition not ignoring requests with zero amount. https://forums.factorio.com/119181
- Fixed "Send to orbit automatically" tooltip being incorrect when playing Space Age with mods. https://forums.factorio.com/126570
- Fixed 'speed' parameter of LuaPlayer::create_local_flying_text() not behaving as documented. https://forums.factorio.com/118866
- Fixed Galaxy Of Fame upload timeout errors for bigger saves
- Fixed LuaSimulation API crashing the game when used incorrectly. https://forums.factorio.com/125402
- Fixed LuaSurface::calculate_tile_properties() not ignoring unknown variables. https://forums.factorio.com/126849
- Fixed LuaWireConnector was returning wrong values of the electric network index. https://forums.factorio.com/127085
- Fixed Schedule interrupts not reading any-signal signal counts sent to train correctly. https://forums.factorio.com/126480
- Fixed Steam achievements synchronisation issues. https://forums.factorio.com/118242
- Fixed a consistency crash related to super force building and underground belts. https://forums.factorio.com/126394
- Fixed a consistency issue when a mod adds fluid to a frozen fluid box. https://forums.factorio.com/126685
- Fixed a consistency issue when robots deconstruct heat pipes keeping roboports from freezing. https://forums.factorio.com/122880
- Fixed a consistency issue when underground belts with items are cloned. https://forums.factorio.com/126843
- Fixed a crash in latency when character with exoskeletons moves onto ungenerated chunks.
- Fixed a crash related to placing cargo landing pads on space platforms. https://forums.factorio.com/127260
- Fixed a crash when changing GUI scale with the production statistics open. https://forums.factorio.com/126341
- Fixed a crash when changing some modded assembling machine recipes. https://forums.factorio.com/126995
- Fixed a crash when changing the station in some wait conditions. https://forums.factorio.com/127123
- Fixed a crash when flipping an entity with linked fluidbox connections. https://forums.factorio.com/121887
- Fixed a crash when generating a variable track would encounter a filesystem error.
- Fixed a crash when migrating assembler with control behavior into different entity type.
- Fixed a crash when opening the changelog while trying to connect to a multiplayer game. https://forums.factorio.com/118795
- Fixed a crash when placing ghost rail signal on top of existing rail signals that is marked to be upgraded. https://forums.factorio.com/126921
- Fixed a crash when rendering thrusters without fire plumes defined. https://forums.factorio.com/127265
- Fixed a crash when trying to drop items onto game's title bar.
- Fixed a crash when wrapping a rich text image in color tags and pressing backspace. https://forums.factorio.com/120837
- Fixed a crash with a working sound containing an empty main sound. https://forums.factorio.com/126563
- Fixed a desync when deleting chart tags pinned by other players. https://forums.factorio.com/126681
- Fixed a desync when upgrading underground belts in some cases.
- Fixed a failing SegmentedUnit-related consistency check when loading some saves. https://forums.factorio.com/126642
- Fixed a lua doc error with LuaSchedule::add_wait_condition(). https://forums.factorio.com/127153
- Fixed a roboport network becoming overfilled with robots when a stationing robot went to a roboport which was being refilled by inserters and the network was full.
- Fixed a scaling performance issue related to blueprints with asteroid collector and thruster count on space platforms. https://forums.factorio.com/126903
- Fixed a space platform destination inconsistency when pasting space platform hub settings. https://forums.factorio.com/125892
- Fixed achievement steamrolled can be earned while driving remotely. https://forums.factorio.com/120247
- Fixed an issue with asteroid collectors reading content when qualities have level changed. https://forums.factorio.com/126282
- Fixed assemblers could report as being able to craft certain recipes with custom fluidbox indexes when assembler had not enough fluidboxes.
- Fixed assembling machine recipe tooltip not showing ingredients with quality. https://forums.factorio.com/125089
- Fixed autofilled tile ghosts not raising on_built_entity triggers https://forums.factorio.com/126116
- Fixed being able to remotely drive enemy vehicles https://forums.factorio.com/122610
- Fixed car orientation being lost when exporting and reimporting blueprint string. https://forums.factorio.com/125221
- Fixed consistency issue related to setting signals with with quality only. https://forums.factorio.com/126855
- Fixed consistency issues in deconstruction planner UI when toggling "Trees/rocks only" checkbox and tile mode dropdown.
- Fixed construction robots storing incorrect items in a filtered storage chest if their upgrade job was cancelled. https://forums.factorio.com/125750
- Fixed crash in latency when upgrading ghost of elevated rails to different quality (https://forums.factorio.com/120345, https://forums.factorio.com/124222)
- Fixed crash when car would collide with 0 health entity in latency https://forums.factorio.com/126295
- Fixed cutting tiles marked for deconstruction could produce superfluous deconstructible tile proxies https://forums.factorio.com/124155
- Fixed decider combinator GUI signals tables getting squashed too much when there are a lot of conditions/outputs. https://forums.factorio.com/126808
- Fixed decider combinator gui could show old input or output signals when fps < ups and last signals change happened at skipped frame.
- Fixed demolisher simulation in Factoriopedia.
- Fixed display panels not drawing text correctly at larger GUI scales. https://forums.factorio.com/122533
- Fixed edit pin GUI clipping out of the screen at large GUI scales. https://forums.factorio.com/118040
- Fixed entities with protected_from_tile_building = false would block tile ghost revival (https://forums.factorio.com/125189 and https://forums.factorio.com/126504)
- Fixed furnaces could report as being able to craft certain recipes when they had not enough item ingredient slots. https://forums.factorio.com/116147
- Fixed furnaces were able to craft recipes with more item products than size of furnace's products inventory.
- Fixed graphical issue happening when lightning attractor's collection range boundary was touching larger range attractor's collection range boundary from the inside. https://forums.factorio.com/122739
- Fixed including any filter into deconstruction planner would make it ignore vehicle ghosts https://forums.factorio.com/119793
- Fixed incorrect lightning protection visualisation when surface lightning search range was larger than attractor's protection range.
- Fixed intro sound not respecting music-muted and master-muted settings. https://forums.factorio.com/127154
- Fixed issue which allowed player to get tile ghost over tile of same type (leading to stuck robots) https://forums.factorio.com/122905
- Fixed issue which sometimes resulted in incorrect lightning protection visualisation for marginal setups https://forums.factorio.com/126780
- Fixed lab was not creating trash inventory of proper size when LabPrototype::trash_inventory_size was given. https://forums.factorio.com/127218
- Fixed lamps with 'always_on' set in the prototype would still show the checkbox in the lamp GUI. https://forums.factorio.com/126104
- Fixed large amounts of unfulfilled requests blocking delivery of available items. https://forums.factorio.com/124909
- Fixed map generator GUI scrollpane clipping the resource richness sliders. https://forums.factorio.com/116539
- Fixed missing frames in fusion generator animation. https://forums.factorio.com/126526
- Fixed missing link between vehicles and guns in Factoriopedia. https://forums.factorio.com/120410
- Fixed missing walking sounds for rails. https://forums.factorio.com/127117
- Fixed mod info panes retaining scroll distance between selection. https://forums.factorio.com/108172
- Fixed modifier icon in technology icons would cause the technology icons to draw smaller and off center. https://forums.factorio.com/126414
- Fixed normal building underground belts and pipes in remote view would deconstruct rocks, trees and cliffs. https://forums.factorio.com/123925
- Fixed normal building underground belts and pipes in remote view would have missing tiles autofilled. https://forums.factorio.com/123817
- Fixed not being able to interact with GUI elements behind transparent parts of other windows. https://forums.factorio.com/119608
- Fixed overbuilding ghost with module requests with physical entity of different quality would not retain the module requests. https://forums.factorio.com/125374
- Fixed overbuilding of storage chests with blueprint of different quality storage chest with filter set would result in unneeded deconstruction https://forums.factorio.com/124388
- Fixed quality of held tile item not being visible when showing placement preview. https://forums.factorio.com/121665
- Fixed removing tile ghost would sometimes not remove supported entity ghost in the margins https://forums.factorio.com/126504
- Fixed request satisfied item selection list showing all qualities. https://forums.factorio.com/125577
- Fixed rocket silo tooltip was not aggregating similar items from rocket inventory. https://forums.factorio.com/123590
- Fixed scaled rich text was not rendered properly. https://forums.factorio.com/126092
- Fixed schedule GUI not updating temporary station status when interrupt triggers from a temporary station which is last in schedule. https://forums.factorio.com/120355
- Fixed smart belt building over an obstacle when there is perpendicular underground belt in the way.
- Fixed some almost transparent pixels in the car and production group icons. https://forums.factorio.com/127227
- Fixed sound accents could play when they shouldn't on switching between machine GUIs. https://forums.factorio.com/122518
- Fixed space platform's asteroid nav mesh could use wrong max tether value when after mods were changed. https://forums.factorio.com/126590
- Fixed space platforms not updating last activity time when advancing schedule to the same planet. https://forums.factorio.com/126640
- Fixed spidertron preview zooming in and out in the spidertron UI while walking. https://forums.factorio.com/125602
- Fixed spitters could get stuck attacking trees and rocks blocking their path without dealing any damage to them. https://forums.factorio.com/126283
- Fixed stack inserter not dropping held item that does not match filters when filters were enabled. https://forums.factorio.com/126468
- Fixed surface list not updating platform position icons when passing a space location without stopping. https://forums.factorio.com/123977
- Fixed textboxes not clearing mouse drag selection when something is typed. https://forums.factorio.com/126355
- Fixed that CLI arguments would not be preserved when restarting due to a mod load error. https://forums.factorio.com/109458
- Fixed that LuaFluidBox functions would not work correctly with a frozen fluid box.
- Fixed that LuaGuiElement::selected_tab_index would not update when a tab was removed. https://forums.factorio.com/115901
- Fixed that LuaPlayer::set_controller would erroneously toggle double-remote view, causing corrupted remote driving states. https://forums.factorio.com/121791
- Fixed that LuaRecord::contents did not accurately reflect the positions of the children.
- Fixed that LuaSchedule::add_record() did not support rail_direction. https://forums.factorio.com/127171
- Fixed that LuaSchedule::add_wait_condition, remove_wait_condition, and change_wait_condition expected a table of arguments instead of direct arguments.
- Fixed that a demolisher dying to a nuclear reactor meltdown didn't count as a player kill for statistics or achievements. https://forums.factorio.com/124442
- Fixed that a robot didn't resume bobbing after unsuccessful stationing attempt.
- Fixed that a small empty UI box was visible on the main menu. https://forums.factorio.com/126989
- Fixed that async saving would freeze the game. https://forums.factorio.com/126407
- Fixed that attack area commands issued to UnitGroups were not finding valid targets in the attack area. https://forums.factorio.com/118082
- Fixed that attacking biter bases directly or with artillery could award the "It stinks and they don't like it" achievement. https://forums.factorio.com/121625
- Fixed that attacking pentapod bases directly or with artillery could award the "It stinks and they do like it" achievement. https://forums.factorio.com/121625
- Fixed that calling LuaGuiElement::remove_tab would not remove the tab content in some cases. https://forums.factorio.com/115901
- Fixed that canceling mod updates would not re-enable the "Update selected" button. https://forums.factorio.com/126192
- Fixed that changing playback mode of a Programmable speaker wouldn't affect currently playing sounds.
- Fixed that changing the force of a segment did not in fact change the force of the entire segmented unit. https://forums.factorio.com/126385
- Fixed that changing the volume of a Programmable speaker wouldn't update the volume of a playing sound with Surface playback mode.
- Fixed that character light rendering would be wrong when paused while in remote view. https://forums.factorio.com/126542
- Fixed that clicking "yes" in the crash dialog would not correctly terminate the Factorio process on Linux. https://forums.factorio.com/117480
- Fixed that clicking on a station in train GUI created unexpected browse history entries. https://forums.factorio.com/119527
- Fixed that copy-settings undo/redo action descriptions would use the wrong surface. https://forums.factorio.com/126957
- Fixed that crafting machines with high speeds would not scale input fluid amounts. https://forums.factorio.com/126722
- Fixed that deconstructing cargo bays connected to cargo landing pads could delete items. https://forums.factorio.com/126593
- Fixed that deleting a surface with off-chunk segmented units could cause consistency checks to fail. https://forums.factorio.com/126642
- Fixed that entities upgraded on platforms would not fire the on_space_platform_built_entity event. https://forums.factorio.com/126800
- Fixed that equipment in map editor armor did not work. https://forums.factorio.com/126814
- Fixed that fast-transfer of ghost modules did not work for out of reach entities. https://forums.factorio.com/122150
- Fixed that flying text was shown on all surfaces in some cases. https://forums.factorio.com/118096
- Fixed that frozen fluid boxes would not show the fluid they contained.
- Fixed that going back in history to remote driving didn't change player surface. https://forums.factorio.com/118006
- Fixed that having a camera widget on screen would cause issues with the rail plan finder. https://forums.factorio.com/122679
- Fixed that hidden surface properties would still show in tooltips. https://forums.factorio.com/117432
- Fixed that hovering asteroids in a space route in Factoriopedia with a controller didn't highlight the relevant line in the graph.
- Fixed that inserters could get stuck when interacting with trains if the train arrived at a station without physically moving. https://forums.factorio.com/127134
- Fixed that inserters would not show target full for space platform hubs. https://forums.factorio.com/121920
- Fixed that issuing valid navigation commands to UnitGroups would sometimes fail or succeed immediately. https://forums.factorio.com/118082
- Fixed that items spoiling in cargo pods would not run spoil triggers. https://forums.factorio.com/126796
- Fixed that modded rocket silo ingredients that could spoil would not be inserted into the rocket silo crafting inventory. https://forums.factorio.com/123081
- Fixed that module replacement logic on space platforms didn't keep the old module if the new module wasn't available. https://forums.factorio.com/124042
- Fixed that platform inactivity was not updated when sending cargo to planets. https://forums.factorio.com/126891
- Fixed that players in cargo pods would activate gates. https://forums.factorio.com/126329
- Fixed that prototype defined lamp colors didn't work. https://forums.factorio.com/124548
- Fixed that quitting from the server console while an async save was running would deadlock the server. https://forums.factorio.com/102240
- Fixed that reading localised strings through some methods did not work correctly. https://forums.factorio.com/126626
- Fixed that researching a technology would cause the input fields in constant combinators and requester chests to lose focus. https://forums.factorio.com/123241
- Fixed that resources with no minable products would not show a name when hovering in the map view.
- Fixed that roboport read-requests could output signals when they weren't actually being requested. https://forums.factorio.com/118396
- Fixed that roboports marked for deconstruction still wanted to fulfill robot requests. https://forums.factorio.com/121024
- Fixed that rocket turrets and railgun turrets had the wrong fast-replace groups. https://forums.factorio.com/125205
- Fixed that some startup errors would cause the mod list to be set to "enable all". https://forums.factorio.com/126164
- Fixed that space connections on the starmap would not use the shortest route if the route passed above the star. https://forums.factorio.com/123035
- Fixed that space locations marked as hidden were visible in space platform schedule and platform creation GUI. https://forums.factorio.com/125418
- Fixed that spoiled items in modded rocket silos couldn't be removed by inserters. https://forums.factorio.com/126403
- Fixed that super-forced building over belts ignored planned upgrade when adding underground belts. https://forums.factorio.com/119986
- Fixed that technology GUI allowed opening console in multiplayer. https://forums.factorio.com/119709
- Fixed that the building preview and actual build position could differ at some resolutions and zooms. https://forums.factorio.com/118896
- Fixed that the cheat mode crafting GUI didn't show quality options at all times. https://forums.factorio.com/126049
- Fixed that the filter selection GUI would get closed when a ghost buffer chest was built. https://forums.factorio.com/122514
- Fixed that the game would close if a filename-related error was raised in the save game dialog with async saving enabled. https://forums.factorio.com/114794
- Fixed that the map editor tile paint bucket tool did not highlight tiles correctly. https://forums.factorio.com/126959
- Fixed that the mining dril status would be incorrect when out of resources and pointing at an entity to be deconstructed. https://forums.factorio.com/125167
- Fixed that the rail planner did not work on the edges of larger screens. https://forums.factorio.com/126120
- Fixed that the side menu buttons did not update when a player would change forces. https://forums.factorio.com/122088
- Fixed that tile prototype's placeable_by.count was ignored when building manually https://forums.factorio.com/123322
- Fixed that trains with the same top in their schedule would not move between stops even if the one it is waiting at is disabled. https://forums.factorio.com/118475
- Fixed that traversing train GUI browse history entries didn't preserve centered locomotive.
- Fixed that trivial smokes for player effect could cause new chunks to be generated when looking at the map. https://forums.factorio.com/127011
- Fixed that turbo splitters used slightly less energy than other splitters to not freeze. https://forums.factorio.com/126163
- Fixed that undo removal of tile ghosts did not set the last user. https://forums.factorio.com/127084
- Fixed that unpowered inserters could pick up fish. https://forums.factorio.com/126522
- Fixed that vehicle weapon tooltips did not show bonuses. https://forums.factorio.com/122386
- Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. https://forums.factorio.com/124333
- Fixed that you couldn't re-select the same item when opening the remote view ghost picker. https://forums.factorio.com/125403
- Fixed the research completed sound being played multiple times when multiple researches finish on the same tick. https://forums.factorio.com/124424
- Fixed tight spot script crashing when in remote controller. https://forums.factorio.com/126242
- Fixed train stop GUI recentering when trains count goes to 0. https://forums.factorio.com/125861
- Fixed unrotatable furnaces being rotated when overbuilt with a blueprint https://forums.factorio.com/126373
- Fixed util.combine_icons calculated scale from icon_size incorrectly. https://forums.factorio.com/119797
- Fixed wrong behaviour in smart belt building over an obstacle with belts soon after the obstacle.
- Fixed yellow tinted rectangles around rail tracks and other sprites on Mac. https://forums.factorio.com/116387
- Improved issue with fast moving bots sometime appearing on screen instead of flying in from off screen. https://forums.factorio.com/124268
- Modified Railgun Turret projectile spawning location such that it would no longer unexpectedly destroy nearby friendly entities https://forums.factorio.com/121660
- Removed duplicated frame in the fusion generator animation. https://forums.factorio.com/123796
- Removed several unused sprites. https://forums.factorio.com/123454
- Restored signal-ghost virtual signal. https://forums.factorio.com/126713
Changes
- Added extra info about the evaluation order and dependencies into the blueprint parametrisation UI.
- Added hatch count info to platform hub, landing pad and rocket silo.
- Added missing open/close GUI sounds and fixed incorrect open/close GUI sounds for various entities. https://forums.factorio.com/126967
- Added missing walking sounds and fixed incorrect walking sounds for various decoratives.
- Added speed values to the description of demolishers. https://forums.factorio.com/119588
- Adjusted how walking and driving sounds attenuate with zoom level.
- Changed the "Train stop names" checkbox in the blueprint ui to be always on by default.
- Drag building produces one merge undo action per the whole drag, instead of the individual undo actions for every entity built.
- Increased minimum sprite atlas size to 4096 even when sprite resolution is set to medium. https://forums.factorio.com/127086
- Linked fluidbox connections will no longer show a fluid icon.
- Moved biter egg handling to be required by promethium science pack instead of quantum processors because that's when they are really needed.
- Multiplayer selection rectangles will only show the player name if the player's character is not visible on-screen.
- Reduced how much you can zoom out in god controller.
- Space platform "request missing materials for construction" will no longer request items for entity ghosts which can't yet be built. (https://forums.factorio.com/122185) This should help to prevent over filling of hubs while larger platforms are being built.
Graphics
- Added destroyed graphics for crushers, and improved their graphics a little bit.
- Added destroyed graphics for space platform thrusters.
- Added icon for the technology effect of elevated rails.
- Baked in shadows of decaying enemies to have them draw better when on transport belts, and also to save on VRAM. https://forums.factorio.com/116164
- Fixed reflections on water being broken. https://forums.factorio.com/124269
- Improved icons of cargo pod.
- Removed unused spritesheets from the game data folder.
- Tweaked some colours of recipes in biochambers so they're a bit easier to tell apart.
- Updated space platform related icon like the hub, starter pack, icon for the surface and the tech icon.
- Used the new virtual signal icon for research also for the research icon in the production graphs.
Minor Features
- Added an ability to pin the selected resource patch directly from map view.
- Added an option for Programmable speaker to use Cyclic sounds. https://forums.factorio.com/112852
- Added an option to control the volume of Programmable speaker sounds via circuit network. https://forums.factorio.com/112852
- Added an option to mute sound categories in sound settings. https://forums.factorio.com/126735
- Added an option to stop playing sounds of Programmable speaker when input signal changes instead of waiting for the sounds to finish playing. https://forums.factorio.com/112852
- Added drag-to-reorder to deconstruction planner filters.
- Added drag-to-reorder to editor infinity filters.
- Added drag-to-reorder to infinity chest filters.
- Added drag-to-reorder to inserter, loader, and asteroid collector filters.
- Added drag-to-reorder to module upgrade settings inside upgrade planner destination UI.
- Added drag-to-reorder to pins.
- Added drag-to-reorder to upgrade planner filters.
- Added drag-to-reorder turret priorities.
- Added fluid contents to the pumpjack tooltip. https://forums.factorio.com/117211
- Added fluid temperatures to Factoriopedia ingredients and products where relevant. https://forums.factorio.com/119927
- Decider combinator output constant can be changed.
- Extended the virtual signals, and unified/changed graphics of some of the existing ones.
- Furnaces can be connected to circuit network.
- GUIs can now also be navigated with D-pad in controller input method.
- Make drop item hotkey work the same way in GUI as it does in the game world.
- Show a warning in blueprint and blueprint book tooltips if they are using a lot of RAM.
- Show a warning in the blueprint library if it's using a lot of RAM.
Modding
- Added AssemblingMachinePrototype::circuit_connector_flipped.
- Added AssemblingMachinePrototype::max_item_product_count.
- Added FurnacePrototype::circuit_connector, circuit_connector_flipped, circuit_wire_max_distance, default_recipe_finished_signal, default_working_signal.
- Added LoaderPrototype::adjustable_belt_stack_size.
- Added SpiderVehicleGraphicsSet::default_color.
- Added optional ProgrammableSpeakerNote::cyclic_sound. https://forums.factorio.com/112852
- Added the "infinity-cargo-wagon" entity type.
- Added the "proxy-container" entity type.
- Reduced light_renderer_search_distance_limit to 20 to compensate for entity_renderer_search_box_limits change.
- Removed PlaySoundTriggerEffectItem::volume_modifier and PlaySoundTriggerEffectItem::audible_distance_modifier.
- Removed WorkingSound::apparent_volume.
- Removed WorkingSound::audible_distance_modifier, MainSound::audible_distance_modifier and SoundAccent::audible_distance_modifier. Sound::audible_distance_modifier is used instead.
- Renamed WorkingSound::max_sounds_per_type to WorkingSound::max_sounds_per_prototype. The limit is now applied per prototype.
- Unified entity_renderer_search_box_limits to 6 from all sides due to reduced update rate optimization of robots.
Optimizations
- Cargo pod performance when landing in cargo bays attached to landing pads is roughly 187 times faster.
- Cargo pod performance when launching from platforms to planets is roughly 687 times faster. https://forums.factorio.com/126455
- Demolishers are now no longer simulated when they are irrelevant to gameplay, and off-screen demolishers are now only partially simulated. https://forums.factorio.com/120275
- Improved belt reader performance.
- Improved cargo pod and rocket silo rocket performance when waiting in rocket silos by 100%.
- Improved inserter performance when removing items from space platform hubs.
Scripting
- Added CustomInputEvent::cursor_direction.
- Added LuaCargoHatch.
- Added LuaEntity::cargo_hatches read.
- Added LuaEntity::cargo_pod_destination read/write.
- Added LuaEntity::cargo_pod_state read.
- Added LuaEntity::create_cargo_pod().
- Added LuaEntity::get_cargo_bays().
- Added LuaEntity::loader_belt_stack_size_override read/write.
- Added LuaEntity::proxy_target_entity and proxy_target_inventory.
- Added LuaEntity::rocket read.
- Added LuaEntityPrototype::get_pumping_speed. LuaEntityPrototype::pumping_speed is deprecated and should not be used.
- Added LuaEntityPrototype::loader_adjustable_belt_stack_size read.
- Added LuaEntityPrototype::loader_max_belt_stack_size read.
- Added LuaFurnaceControlBehavior.
- Added LuaPlayer::add_pin().
- Added LuaPrototypeBase::factoriopedia_description read.
- Added LuaProxyContainerControlBehavior.
- Added LuaRecord::contents_size read.
- Added LuaRecord::preview_icons read/write.
- Added LuaSchedule.
- Added LuaSchedule::get_records(), set_records(), clear_records(), get_interrupts(), set_interrupts(), clear_interrupts().
- Added LuaSpacePlatform::can_leave_current_location().
- Added LuaSpacePlatform::distance read/write.
- Added LuaSpacePlatform::get_schedule().
- Added LuaSpacePlatform::space_connection read/write.
- Added LuaTrain::get_schedule().
- Added LuaTransportLine::force_insert_at.
- Added Luaentity::attached_cargo_pod read.
- Added defines.inventory.assembling_machine_trash and defines.inventory.furnace_trash.
- Added defines.inventory.proxy_main.
- Added factoriopedia_alternative reads to all LuaPrototypes that support it.
- Added on_cargo_pod_finished_descending and on_cargo_pod_delivered_cargo events.
- Added on_singleplayer_init and on_multiplayer_init.
- Added optional 'stop_playing_sounds' parameter to LuaEntity::play_note().
- Added optional 'surface' parameter to LuaPlayer::create_local_flying_text().
- Added record to on_player_setup_blueprint and on_player_deconstructed_area. https://forums.factorio.com/88100
- Changed LuaSchedule::add_record() to accept index saying where the record is added.
- Changed LuaSchedule::add_record() to purely add without any extra behavior.
- Changed LuaSpacePlatform::space_location to read/write.
Current Release
214830321
Uploaded Jan 27, 2026
Additional Files
DLCs (Legit Owners)
1 file · For legitimate game owners
System Requirements
OS
Windows 11, 10
CPU
Quad core 3Ghz+
RAM
8 GB RAM
GPU
DirectX 11 capable GPU with 1GB VRAM - GeForce GTX 750 Ti, Radeon R7 360 or Intel UHD Graphics 730
How to Install
1
Download all files
2
Extract the .RAR file to a folder (use WinRAR or 7-Zip)
3
Run Factorio.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
4.8 GB
Build
214830321
Password: cracked-games.org or 123
CRC32
B5CEDFBD
SHA-256
2c597c688570fc427adf1e25663617cb2c4512c40f164daf7a9b528ee28c2908
How: Right-click the downloaded file → 7-Zip / WinRAR → CRC SHA → compare with the values above.
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