# Factorio Version 2.0.41 marked as stable - Product: Factorio (https://whatsnew.fyi/product/factorio) - Vendor: Wube Software - Date: 2025-03-14 - Original notes: https://store.steampowered.com/news/app/427520/view/537722458840498918 - Permalink: https://whatsnew.fyi/product/factorio/releases/2025-03-14-version-2.0.41-marked-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'. --- - **fixed** — GPU-accelerated compressed mipmaps on Apple Silicon Macs - **fixed** — A crash related to modded enemy behavior - **fixed** — A crash when a tile cannot be placed due to a missing foundation with default not given - **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 - **fixed** — A desync when cancelling deconstruction of frozen underground belts or frozen splitters - **fixed** — A graphics artifact when drawing ghost rocket silos - **fixed** — A bug related to smart underground belt building - **fixed** — Deconstruction planner not respecting deconstruction alternatives when they were inside of entity ghost - **fixed** — Extra spidertron ghost being created when ghost-building spidertron snapped to existing spidertron ghost - **fixed** — Ghosts of non-blueprintable entities being ghost-buildable in normal mode - **fixed** — Missing blueprint parametrisation number context for ticks waiting in station schedule condition - **fixed** — Nauvis uranium processing menu simulation not loading properly in the demo - **fixed** — Parametrisation into requests which would lead into duplicate requests - **fixed** — Rail signal selection box when selection box is off-center - **fixed** — Splash screen progress bar size not scaling with the UI - **fixed** — Beacon fast-replace allowing modules the beacon did not accept - **fixed** — Building vehicles with pre-configured equipment grids not always working correctly - **fixed** — Personal lasers being offset incorrectly while having a tesla gun equipped - **fixed** — Pre-2.0 map exchange strings being able to disable cliffs on all planets - **added** — ElectricPolePrototype::rewire_neighbours_when_destroying - **changed** — Moved the agricultural tower growth area radius to the prototype as growth_area_radius ##### **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