# Factorio Version 2.0.73 released as stable - Product: Factorio (https://whatsnew.fyi/product/factorio) - Vendor: Wube Software - Date: 2026-01-23 - Original notes: https://store.steampowered.com/news/app/427520/view/537750912402196422 - Permalink: https://whatsnew.fyi/product/factorio/releases/2026-01-23-version-2.0.73-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'. --- - **changed** — Mods GUI will show an error instead of restarting the game when trying to confirm it while mod dependencies are not met - **fixed** — Fixed rocket silo could launch satellites even when cargo landing pad will not be able to hold launch products - **fixed** — Fixed fluid boxes with underground pipe connection and non default flow direction could cause unrelated fluid boxes to disconnect - **fixed** — Fixed a crash when reading LuaPlayer::blueprints in a simulation - **fixed** — Fixed a crash related to give-item modifier not rejecting count of 0 - **fixed** — Fixed that the default config.ini file would not be written on first startup - **fixed** — Fixed that mod dependency links in the mod updates GUI did not work correctly when not default sorted - **fixed** — Fixed that LuaPlayer::build_from_cursor() checked reach in forced and super-forced build modes - **fixed** — Fixed that pipe connections of different connection categories could cause entity to flip incorrectly - **fixed** — Fixed a crash with PlaySoundTriggerEffectItem with distance limits when destroyed due to previous dying trigger effect - **fixed** — Fixed inserter would incorrectly consider some assemblers as full when a recipe was changed while assembler had fluid product overload - **fixed** — Fixed that trains with a temporary station in their schedule showed in "Trains with this stop" list of an unnamed train stop ghost - **fixed** — Fixed inserter control behavior not updating stack size when selecting different signal - **fixed** — Fixed that environment sounds could get stuck at lower volume when switching to remote view while travelling to/from a space platform - **fixed** — Fixed a crash when ammo spoils in cars or spider vehicles - **fixed** — Fixed a crash when mods would create surfaces during built events on space platforms - **fixed** — Fixed technologies with craft fluid trigger would queue themselves while dependencies are not met and fluid is produced - **fixed** — Fixed a crash when migrations remove a lighting attractor - **fixed** — Fixed a crash when mods error during ghost revival - **fixed** — Fixed transparent tile sprites on aquilo ##### **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. (https://forums.factorio.com/131495) - Fixed fluid boxes with underground pipe connection and non default flow direction could cause unrelated fluid boxes to disconnect. (https://forums.factorio.com/131520) - Fixed a crash when reading LuaPlayer::blueprints in a simulation. - Fixed a crash related to give-item modifier not rejecting count of 0. (https://forums.factorio.com/131713) - Fixed that the default config.ini file would not be written on first startup. (https://forums.factorio.com/131694) - Fixed that mod dependency links in the mod updates GUI did not work correctly when not default sorted. (https://forums.factorio.com/127927) - Fixed that LuaPlayer::build_from_cursor() checked reach in forced and super-forced build modes. (https://forums.factorio.com/131816) - Fixed that pipe connections of different connection categories could cause entity to flip incorrectly. (https://forums.factorio.com/131811) - Fixed a crash with PlaySoundTriggerEffectItem with distance limits when destroyed due to previous dying trigger effect. (https://forums.factorio.com/131795) - Fixed inserter would incorrectly consider some assemblers as full when a recipe was changed while assembler had fluid product overload. (https://forums.factorio.com/131831) - Fixed that trains with a temporary station in their schedule showed in "Trains with this stop" list of an unnamed train stop ghost. (https://forums.factorio.com/131274) - Fixed inserter control behavior not updating stack size when selecting different signal. (https://forums.factorio.com/131843) - Fixed that environment sounds could get stuck at lower volume when switching to remote view while travelling to/from a space platform. (https://forums.factorio.com/131872) - Fixed a crash when ammo spoils in cars or spider vehicles. (https://forums.factorio.com/131885) - Fixed a crash when mods would create surfaces during built events on space platforms. (https://forums.factorio.com/131858) - Fixed technologies with craft fluid trigger would queue themselves while dependencies are not met and fluid is produced. (https://forums.factorio.com/131958) - Fixed a crash when migrations remove a lighting attractor. (https://forums.factorio.com/131884) - Fixed a crash when mods error during ghost revival. (https://forums.factorio.com/132072) - Fixed transparent tile sprites on aquilo. - Added missing Lua defines for cargo landing pad logistic points. (https://forums.factorio.com/131341) ##### **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.