What’s New

Factorio — Version 2.0.7 released

Version 2.0.7 released

Major Features
Features
  • Rail planner is usable in the map (remote view). (https://factorio.com/blog/post/fff-403)

  • Added smart dragging of underground belts and pipes.

  • Added a toggle to show pipelines on the map.

  • Added the option to pin positions, entities, alerts or search results, and keep track of their location. (https://factorio.com/blog/post/fff-400)

  • Entity ghosts are now buildable on water if the landfill ghosts are already there.

  • Added a third graph to the electric network overview to track the charges of accumulators over time. (https://factorio.com/blog/post/fff-408)

  • Added a new alert for construction and logistic robots that can't find free space in a roboport.

  • Added a new alert for trains failing to pathfind to their target. (https://factorio.com/blog/post/fff-395)

  • Added a new alert for turrets running out of ammunition. It only sounds once right when the ammo is used up.

  • Added fuel condition to the train schedule.

  • Added condition to the train schedule to check whether a specific station is full or not.

  • Added an option for a locomotive to update its color automatically based on the color of the target train stop. (https://factorio.com/blog/post/fff-389)

  • Smarter worker robot scheduling. Worker robots have task queue now which allows the planner to choose the robot that will be able to get to the destination fastest, even if it is doing something else at the moment.

  • Robot requests in roboports.

  • Added Flipping as a primary action to flip entities horizontally or vertically. Works on items in hand placed on the surface or ghosts. AssemblingMachines can now be mirrored by flipping them, allowing additional fluid box configurations. Bound to F (Horizontal) & V (Vertical) by default.

  • Upgrade planner can install new modules into machines, this is done by leaving the source slot empty and setting up only the destination slot.

  • Upgrade planner module upgrade/install can have machine filter and maximum count per machine specified.

  • Upgrade planner now has dynamic size, similar to the blueprint library. The size is capped at 250 rows now.

  • Added a way to create module/fuel requests in entities remotely by clicking with ghost item in hand. (https://factorio.com/blog/post/fff-380)

  • All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets. (https://factorio.com/blog/post/fff-410) The priority settings can be copy-pasted between the different turret types and can be configured through the circuit network.

  • Added latency hiding for cars (and tanks).

  • Rocket silos continue producing parts for the next rocket while the current rocket is being launched. Completing another rocket soon enough skips closing and reopening the doors. (https://factorio.com/blog/post/fff-405)

  • Improved the way spidertrons are remotely controlled. Instead of spidertron remote being linked to single spidertron, it can be used to group select and command spidertrons like in your typical RTS game.

  • Spidertrons can be entered remotely, so you can control them as if you were inside physically, so switching the map on/off doesn't distrubt the mode.

  • Allowed opening and configuring entities through remote view. (https://factorio.com/blog/post/fff-380)

Ease of use
Circuit Network
  • Added selector combinator. It allows to select one of the signals, or the signal count from an input.

  • Added editable description to combinator entities.

  • Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.

  • Arithmetic combinator now allows to select red and green networks for input signals and perform Each-Each operations.

  • Signal pipetting.

  • Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network. (https://factorio.com/blog/post/fff-419)

  • Transport belt connected to a circuit network can now read contents of the whole segment instead of just the one tile. (https://factorio.com/blog/post/fff-405)

  • Roboports can read logistic network contents and requests. (https://factorio.com/blog/post/fff-428)

  • Roboports can output the number of roboports in the logistic network to the circuit network. (https://factorio.com/blog/post/fff-428)

  • Logistic Chests have an optional circuit condition to enable / disable their connection to the network. (https://factorio.com/blog/post/fff-428)

  • Rocket silo is connectable to circuit network, and allows to read its contents.

  • Rocket silo circuit connection can read orbital requests.

  • All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them. (https://factorio.com/blog/post/fff-410)

  • Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.

  • Drag building electric poles will also drag circuit wires when starting from electric pole with already connected circuit wires.

  • When electric pole is removed, it will rewire circuit wires similar to copper wires.

  • Cut/copy pasting blueprint with external circuit wire connections will preserve these connections when the blueprint is built (if possible). (https://factorio.com/blog/post/fff-402)

  • Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface. (https://factorio.com/blog/post/fff-402)

  • Added a way to read nuclear reactor temperature through the circuit network. (https://factorio.com/blog/post/fff-428)

Minor Features
  • Added "No enemies" setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners.

  • Upgrade planner can upgrade fuel in blueprints (yet to be implemented for existing entities).

  • Added cargo pods that move items from platforms to landing pads.

  • Added a warning when a save game is too large to sync via the Steam cloud.

  • Added PipeWire audio driver.

  • Added a setting to select the preferred audio driver on Windows and Linux.

  • Undo improvements. Undo actions older than 1 minute require confirmation +flying text notification of what was undone.

  • Added redo.

  • Allow undoing of module changes done via upgrade planner.

  • Allow undoing of copy-pasting entity settings like assembler recipes or inserter filters. (https://factorio.com/blog/post/fff-412)

  • Allowed lamps color to be configured manually.

  • Manual building in latency state now tracks used items.

  • Manual building previews will now highlight ghosts that would be removed.

  • Blueprints with entities and landfill are now one-click buildable over water.

  • Added icons for tileable blueprints, like "Curve, Corner, T junction, X junction" and similar, in Virtual signals category.

  • Evolution factors are now tracked individually for each surface.

  • Pumps now can have a fluid filter. If present, only the specified fluid is taken from the pump's source.

  • Electric poles are no longer limited to 5 copper connections to other electric poles.

  • Removed some of the abstract items (red wire, green wire, discharge defense, artillery remote, spidertron remote) and replaced them with shortcut bar tools which can be used anytime for free. (https://factorio.com/blog/post/fff-379) These tools can still be placed into the quickbar if desired.

  • The smart pipette can also pick terrain and using it on fluid select the offshore pump.

  • The smart pipette can also pick items from crafting, logistic, select list, inventory and quickbar.

  • Disabling train stop no longer sends ongoing trains away. Disabled train stop is now considered full and trains will not skip schedule records.

  • Map tags can be moved. (https://factorio.com/blog/post/fff-388)

  • Map tags can be quickly copied using pipette. (https://forums.factorio.com/47822)

  • Map tags and pings can be placed while zoomed in to game view.

  • Spidertrons can be damaged by cars and tanks, can be damaged by walking on fire, and can be slowed with slowdown capsules.

  • Switching to the map editor using /editor now places the player at the position they were looking at in remote view. Switching out of the map editor returns the character to the position it was when entering. Added editor options to individually revert these changes to their previous behavior.

  • Numerical textfields accepts values with postfix formats (10k instead of 10000 etc), simple math expressions, like 3*7+7k are also possible.

  • Added logic to hide previews for buildable items if fast-transfer modifiers (default: Ctrl) are pressed. Doesn't apply to blueprints or when rail planner is active.

  • Improved the AI of the worker flying robots when it comes to choosing roboport to recharge. It prefers roboports closer to its destination, so (for example) it won't get stuck over lakes forever.

  • When you retrieve your corpse, the logistic requests will re-enable if they were enabled before death. (Related to the already existing behaviour, where the requests are disabled upon death, to avoid unwanted supply)

  • Dedicated servers will stay paused until the first player is fully connected (if auto-pause is enabled).

  • Added an option to auto-pause servers while any player is connecting (defaults to false).

  • Added several new achievements both to the base game and space age.

  • When renaming a train stop, it will try to copy its color from an existing stop with that name.

  • Added control inputs (Ctrl/Shift + Arrow keys) to adjust blueprint grid alignment.

  • Train stop can be given a priority, trains will prefer going to the train stop with higher priority and it will be easier for them to depart from such train stop. (https://factorio.com/blog/post/fff-395)

  • Allow copy-pasting of setting for trains and train stops while in chart view. (https://factorio.com/blog/post/fff-403)

  • Crafting machines can craft more than 1 recipe per tick if their speeds are fast enough.

  • Improved the ultra-wide monitor experience by greatly increasing the maximum view distance based on the game window's dimensions.

  • Added "sync-mods" command line option to sync mods with a given save file.

  • Trains with non-empty schedule are automatically switched into automated mode upon completition.

  • The spidertron inventory is automatically sorted.

  • Added a browse history feature. Pressing ALT + arrow keys (or the arrow button on the right top of the window), can go back and forth through what was opened. (https://factorio.com/blog/post/fff-397)

  • Added 8 directional arrows to virtual signals. Also added red cross signal next to the checkmark.

  • Added a super forced mode for deconstruction planner: when selecting area while holding Ctrl + Shift (by default) deconstructs everything (deconstructible and not filtered out), i.e. entities, tiles and hidden tiles

  • Added a reverse mode for deconstruction planner: when selecting an area using right-click, the white-/blacklist setting for entity and tile filters will be reversed for this selection.

  • Added a nondefault tile cover cache - last used cover tile is being saved per surface per force per tile id being covered. For most intents and purposes, those values act the same as default covers defined by covered tile prototype (for tiles without default cover defined).

  • The storage filter of logistic storage chests can now be copy-pasted.

Optimizations
  • Added automatic splitting of repeated noise expressions into separate procedures which increased map generation speed.

  • Improved C++ structure of noise expressions which reduced game start-up time and MapGenSettings compilation time.

  • Improved worker robot performance, they are not updated every tick when moving or stationary anymore. (https://factorio.com/blog/post/fff-421)

  • Improved performance of idle roboports. (https://factorio.com/blog/post/fff-421)

  • Improved radar charting speed. (https://factorio.com/blog/post/fff-421)

  • Improved circuit network logic by making it fully multithreaded.

  • Changed Spidertron walking strategy to deliberately alternate legs and be overall more efficient and performant.

  • Changed train wait condition evaluation order to check 'cheap' conditions (e.g. wait time) before 'expensive' conditions (e.g. inventory) within a set of "and"-connected conditions.

Graphics
  • Changed night vision effect from grayscale to a more contrasty one.

  • Added decay stages for enemies. (Biters, Spitters, Worms, Spawners)

  • Reworked die animations, now they have more gore to transition into the decay stages better.

  • Reworked fire animations, improved quality and increased resolution.

  • Reworked rocket projectile animations

  • Fixed copper and circuit wires appearing to sag below the perceived ground level.

  • Fixed copper and circuit wire shadows projecting onto the ground incorrectly.

Sounds
  • Improved sounds of dying enemies.

  • Added different sounds for manipulating different items in the inventory and opening different entities. (https://factorio.com/blog/post/fff-396)

  • Added different sounds for shooting different kind of targets.

  • Added ambient sounds. (https://factorio.com/blog/post/fff-396)

  • Added semi-persistent ambient sounds.

  • Added support for sound accents for entities' working_sound. These are short sounds which play at a specific moment in the entity's animation.

  • Added support for multiple main sounds for entities' working_sound.

  • Extended support for aggregation to most sounds.

  • Added controls to skip current music track, go back to previous one and to pause/resume music.

  • Added new music. (https://factorio.com/blog/post/fff-406)

  • Added variable music. (https://factorio.com/blog/post/fff-407)

Balancing
  • Diminishing return of beacons effect (https://factorio.com/blog/post/fff-409)

  • Lowered Fluid pumping speed from 12 000 to 1 200.

  • Altered the mining drill bounding box, so you can walk between mining drill and substation and such.

  • Lowered stack size of ammo from 200 to 100.

  • Increased fluid wagon capacity from 25000 to 50000 to make fluid wagons more compelling compared to the new pipe mechanics.

  • Increased low density structure stack size from 10 to 50.

  • Increased beacon stack size from 10 to 20.

  • Rocket part takes 10 times less ingredients than before.

  • Rocket silo requires 50 rocket parts to craft a rocket instead of 100.

  • Biter spawner health grows with evolution, up to 10 times with maximum evolution.

  • Increased health of bigger worms, and added a laser resistance to them.

  • Removed the 15% explosion damage resistance from biter spawners.

  • Doubled the damage of artillery.

  • Nerfed personal laser defense damage output to 1/3 its previous output.

  • Changed all module-3 recipe to require only 4 (instead of 5) module-2 ingredients.

  • Greatly increased default tile pollution absorption.

  • Increased rock

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