# Factorio Version 2.0.11 released as stable - Product: Factorio (https://whatsnew.fyi/product/factorio) - Vendor: Wube Software - Date: 2024-10-26 - Original notes: https://store.steampowered.com/news/app/427520/view/4526773057376747763 - Permalink: https://whatsnew.fyi/product/factorio/releases/2024-10-26-version-2.0.11-released-as-stable What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Asteroid collector filters can be modified by blueprint parametrisation - **added** — Programmable speaker can be modified by blueprint parametrisation - **added** — When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched - **changed** — Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start - **changed** — The Custom minimum payload slider for orbital logistics now offers more sensible values - **changed** — Orbital logistics Custom minimum payload is now checked against largest possible payload before setting the filter - **changed** — Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad - **changed** — Improved performance of technology GUI when viewing only essential technologies - **fixed** — Fixed a crash when construction robots attempt to deliver modules in the same tick the target entity is destroyed - **fixed** — Fixed that biter base menu simulation had more decoratives over the Wube logo than desired - **fixed** — Fixed tips simulation with minor changes to texts - **fixed** — Fixed that the map editor couldn't change the spawn point of a force after it was set - **fixed** — 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 - **fixed** — Fixed incorrect pump speed reporting when pumping into a fluid wagon - **fixed** — Fixed that pumps could not pump into a fluid wagon at full speed - **fixed** — Fixed that inserters could get stuck if the crafting machine they're interacting with dies and is rebuilt - **fixed** — Fixed a performance issue with ghost building - **fixed** — Fixed achievement nucear-power to require building nuclear reactor - **security** — Fixed a possible exploit of using parametrised blueprint to set unlocked recipes in assemblers ##### **Features** - [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. ##### **Changes** - [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. ##### **Optimizations** - Improved performance of technology GUI when viewing only essential technologies. (https://forums.factorio.com/117044) ##### **Bugfixes** - Fixed a crash when construction robots attempt to deliver modules in the same tick the target entity is destroyed. (https://forums.factorio.com/116791) - Fixed that biter base menu simulation had more decoratives over the Wube logo than desired. (https://forums.factorio.com/116882) - 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. (https://forums.factorio.com/116966) - 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. (https://forums.factorio.com/116561) - Fixed incorrect pump speed reporting when pumping into a fluid wagon. (https://forums.factorio.com/116492) - Fixed that pumps could not pump into a fluid wagon at full speed. (https://forums.factorio.com/116492) - Fixed that inserters could get stuck if the crafting machine they're interacting with dies and is rebuilt. (https://forums.factorio.com/116972) - Fixed a performance issue with ghost building. (https://forums.factorio.com/117023) - Fixed achievement nucear-power to require building nuclear reactor. (https://forums.factorio.com/116730) - Fixed a possible exploit of using parametrised blueprint to set unlocked recipes in assemblers. (https://forums.factorio.com/117063) - Fixed that players in remote view were unable to open menu when the game was paused. (https://forums.factorio.com/116472) - 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. (https://forums.factorio.com/117067) - 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. (https://forums.factorio.com/116926) - Fixed that building with modded items did not work correctly in all cases. (https://forums.factorio.com/116862) - Fixed a crash when merging forces related to chart tags. (https://forums.factorio.com/116931) - Fixed that blueprinted containers would loose their settings when overbuilt over container without those settings (https://forums.factorio.com/116130) - Fixed a crash when setting roboport requests to a negative value. (https://forums.factorio.com/116996) - Fixed RecipePrototype::maximum_productivity was allowed to be negative. (https://forums.factorio.com/117026) - Fixed rail description would suggest toggle rail layer binding when elevated-rails mod was disabled. (https://forums.factorio.com/116885) - 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 tech _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/427520/view/4526773057376747763]_