Version 2.0.11 released as stable

Factorio

Factorio is a game about building and creating automated factories to produce items of increasing complexity, within an infinite 2D world. Use your imagination to design your factory, combine simple elements into ingenious structures, and finally protect it from the creatures who don't really like you.

[h1][b]Features[/b][/h1] [list] [*][space-age] Asteroid collector filters can be modified by blueprint parametrisation. [*]Programmable speaker can be modified by blueprint parametrisation. [*]When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched. [/list] [h1][b]Changes[/b][/h1] [list] [*][space-age] Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start. [*][space-age] The "Custom minimum payload" slider for orbital logistics now offers more sensible values. [*][space-age] Orbital logistics "Custom minimum payload" is now checked against largest possible payload before setting the filter. [*][space-age] Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad. [/list] [h1][b]Optimizations[/b][/h1] [list] [*]Improved performance of technology GUI when viewing only essential technologies. [url=https://forums.factorio.com/117044]more[/url] [/list] [h1][b]Bugfixes[/b][/h1] [list] [*]Fixed a crash when construction robots attempt to deliver modules in the same tick the target entity is destroyed. [url=https://forums.factorio.com/116791]more[/url] [*]Fixed that biter base menu simulation had more decoratives over the Wube logo than desired. [url=https://forums.factorio.com/116882]more[/url] [*]Tips simulation fixed with minor changes to texts (https://forums.factorio.com/116394 https://forums.factorio.com/116854 https://forums.factorio.com/116442) [*]Fixed that the map editor couldn't change the spawn point of a force after it was set. [url=https://forums.factorio.com/116966]more[/url] [*]Fixed that the game would hang when closing the load game menu if the number of mods in the mods directory was too large on Linux. [url=https://forums.factorio.com/116561]more[/url] [*]Fixed incorrect pump speed reporting when pumping into a fluid wagon. [url=https://forums.factorio.com/116492]more[/url] [*]Fixed that pumps could not pump into a fluid wagon at full speed. [url=https://forums.factorio.com/116492]more[/url] [*]Fixed that inserters could get stuck if the crafting machine they're interacting with dies and is rebuilt. [url=https://forums.factorio.com/116972]more[/url] [*]Fixed a performance issue with ghost building. [url=https://forums.factorio.com/117023]more[/url] [*]Fixed achievement nucear-power to require building nuclear reactor. [url=https://forums.factorio.com/116730]more[/url] [*]Fixed a possible exploit of using parametrised blueprint to set unlocked recipes in assemblers. [url=https://forums.factorio.com/117063]more[/url] [*]Fixed that players in remote view were unable to open menu when the game was paused. [url=https://forums.factorio.com/116472]more[/url] [*]Fixed turrets sometimes being marked for deconstruction and rebuild if trying to upgrade through overbuilding. [*]Fixed position of car driven by local player would be delayed on minimap in multiplayer. [*]Fixed a crash related to rocket silos when adding and removing mods. [url=https://forums.factorio.com/117067]more[/url] [*]Fixed that zooming with buttons(keyboard or controller) would not zoom to pixel-perfect values. [*]Fixed a crash when reading cursor record of a character not assigned to a player. [url=https://forums.factorio.com/116926]more[/url] [*]Fixed that building with modded items did not work correctly in all cases. [url=https://forums.factorio.com/116862]more[/url] [*]Fixed a crash when merging forces related to chart tags. [url=https://forums.factorio.com/116931]more[/url] [*]Fixed that blueprinted containers would loose their settings when overbuilt over container without those settings [url=https://forums.factorio.com/116130]more[/url] [*]Fixed a crash when setting roboport requests to a negative value. [url=https://forums.factorio.com/116996]more[/url] [*]Fixed RecipePrototype::maximum_productivity was allowed to be negative. [url=https://forums.factorio.com/117026]more[/url] [*]Fixed rail description would suggest toggle rail layer binding when elevated-rails mod was disabled. [url=https://forums.factorio.com/116885]more[/url] [*]Fixed blueprints being able to produce two overlaying ghosts of tiles with the same placing item (like hazard-concrete-left/right) [*]Fixed technology GUI not updating technology cost label if the technology didn't have any science packs. [url=https://forums.factorio.com/117237]more[/url] [*]Fixed reading LuaTechnologyPrototype::research_trigger could throw an error. [url=https://forums.factorio.com/117279]more[/url] [*]Fixed modules technology icon when quality mod is disabled. [url=https://forums.factorio.com/117284]more[/url] [*]Fixed MapGeneratorGui would not enable reset to defaults button when changing technology price multiplier. [url=https://forums.factorio.com/116864]more[/url] [*]Fixed PVP scenario not having starting area protection enabled when the last player of that force logged out. [url=https://forums.factorio.com/117028]more[/url] [*]Fixed use-item-groups had no effects. [url=https://forums.factorio.com/117367]more[/url] [*]Fixed a crash when trying to render a surface which doesn't exist in a simulation. [url=https://forums.factorio.com/117359]more[/url] [*]Fixed crashes caused by calling missing library symbols on older macOS versions. [url=https://forums.factorio.com/116227]more[/url] [/list] [h1][b]Modding[/b][/h1] [list] [*]Added AssemblingMachinePrototype::disabled_when_recipe_not_researched. [/list] [h1][b]Scripting[/b][/h1] [list] [*]Added LuaEntity::insert_plan and LuaEntity::removal_plan read/write. [*]Added removal_plan parameter to LuaSurface::create_entity for item request proxies. [/list]