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Version 2.0.20

Posted: Mon Nov 18, 2024 3:47 pm
by FactorioBot
Minor Features
  • Added gamepad stick sensitivity setting for map movement.
  • Selecting a spidertron remote selection in the quickbar which is for a different planet than the current one will center on the planet.
Bugfixes
  • Fixed that selecting a quality comparison option when "any" quality was set did not work. (121590)
  • Fixed it was possible to set inconsistent signals on a control behavior by using parametrized blueprint with a shared parameter. (120441)
  • Fixed a crash when rotating entity that is destroyed inside of event handler.
  • Fixed blueprint description label not showing in list view. (118739)
  • Fixed fulgoran attractor marking for deconstruction. (121690)
  • Fixed beacons deactivated by script loaded from a 1.1.x save file were not migrated properly. (121248)
  • Fixed a crash when using modded equipment without items to build it in ghost form. (121785)
  • Fixed inserter would not keep stack size signal through a blueprint string. (118961)
  • Fixed that you could pick up items off the ground while flying in a rocket. (121778)
  • Fixed inserter would not reevaluate enable condition when it was changed by blueprint parameters. (121332)
  • Fixed orbital logistics tips&tricks script crash due to space platform hub gui having different layout. (121331)
  • Fixed that recipe fuel tooltips did not respect the show-all-unlocked-items interface setting. (121873)
  • Fixed asteroid collector set filters from circuit network would set wrong filters for one tick after items were removed and read content is active. (120435)
  • Fixed a crash when lua orders entity deconstruction specifying undo item but not specifying a player. (121728)
  • Fixed that two damaged construction robots trying to repair each other could get stuck in an infinite loop of trying to hug each other and overshooting. (117763)
  • Fixed a crash when running under the Steam Runtime Environment on Linux in certain situations. (120128)
  • Fixed quality increase of self-recycling recipes being reported incorrectly in production statistics. (120132)
  • Improved super force building logic of belt related blueprints over existing belts. (118166)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.

Re: Version 2.0.20

Posted: Mon Nov 18, 2024 4:01 pm
by _CodeGreen
Biggest thing here for most people is the last one, super force building belt-related things on top of existing belts just got a lot better, no more unnecessary undergrounds that require a manual fix.

Re: Version 2.0.20

Posted: Mon Nov 18, 2024 4:55 pm
by catpig
FactorioBot wrote: Mon Nov 18, 2024 3:47 pm [*]Fixed that you could pick up items off the ground while flying in a rocket. (121778)
This one made me laugh :D
And thanks for all the hard work, as always!

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 8:22 am
by Speadge
Selecting a spidertron remote selection in the quickbar which is for a different planet than the current one will center on the planet.
THIS!!! Great one.

now just a small thing: left clicking with a remote on hand should not deselect the spidertron... that happens way too much accidentally

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 12:10 pm
by bam13302
Anyone know when any of the last five versions will make it to stable.

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 12:18 pm
by Zavian
bam13302 wrote: Tue Nov 19, 2024 12:10 pm Anyone know when any of the last five versions will make it to steam? Last version on steam is 2.0.15
They have all gone to steam in the experimental branch (in the steam UI under betas). However they have all had various bugs and weren't considered suitable to mark as stable.

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 2:58 pm
by bam13302
Zavian wrote: Tue Nov 19, 2024 12:18 pm
bam13302 wrote: Tue Nov 19, 2024 12:10 pm Anyone know when any of the last five versions will make it to steam? Last version on steam is 2.0.15
They have all gone to steam in the experimental branch (in the steam UI under betas). However they have all had various bugs and weren't considered suitable to mark as stable.
woo!
2.0.20 got promoted to stable!

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 3:27 pm
by igoticecream
Please, let us choose if we want to go back to the previous shortcut icon size. the new size way is way to big

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 4:42 pm
by MechBFP
igoticecream wrote: Tue Nov 19, 2024 3:27 pm Please, let us choose if we want to go back to the previous shortcut icon size. the new size way is way to big
Use a mod.

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 5:46 pm
by Mavets
Please add an increase in slots in the train for quality. this is the most awaited update.

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 5:49 pm
by Shiny998
Please change the icons back. They look ugly and I can't revert my save file to an older version.
I'm doing an acheivement run without mods otherwise I'd install a cosmetic mod.
11-20-2024, 01-49-33.png
11-20-2024, 01-49-33.png (63.29 KiB) Viewed 2849 times

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 6:09 pm
by kovarex
Shiny998 wrote: Tue Nov 19, 2024 5:49 pm Please change the icons back. They look ugly and I can't revert my save file to an older version.
I'm doing an acheivement run without mods otherwise I'd install a cosmetic mod.
11-20-2024, 01-49-33.png
Can you be more specific? I was actually recently approving these, and I find it to be an improvement. The icons are bigger (with less empty space around), so it is more visible, and the wire icons are not confusable with the actual wire item.
On top of that, I personally hide vast majority of the icons, if I know the shortcut and use it a lot (copy (Ctrl+C), cut (Ctrl+X), paste (Ctrl+V), undo (Ctrl+Z), redo (CTRL+Y), alt, blueprint (ald-B), deconstruction planner (alt-D), red wire (alt-R), green wire (alt-G))
This means, that there are just a few missing icons left to be on the screen all the time.

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 6:25 pm
by Cerberus
I think the icons are a HUGE improvement. I stopped confusing "red wire" and "deconstruction planner" now which was extremely annoying.
My only hint would be to make "artillery remote" a big clearer but it is only a nitpick as I hardly ever use that.

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 6:35 pm
by Mavets
kovarex wrote: Tue Nov 19, 2024 6:09 pm
Shiny998 wrote: Tue Nov 19, 2024 5:49 pm Please change the icons back. They look ugly and I can't revert my save file to an older version.
I'm doing an acheivement run without mods otherwise I'd install a cosmetic mod.
11-20-2024, 01-49-33.png
Can you be more specific? I was actually recently approving these, and I find it to be an improvement. The icons are bigger (with less empty space around), so it is more visible, and the wire icons are not confusable with the actual wire item.
On top of that, I personally hide vast majority of the icons, if I know the shortcut and use it a lot (copy (Ctrl+C), cut (Ctrl+X), paste (Ctrl+V), undo (Ctrl+Z), redo (CTRL+Y), alt, blueprint (ald-B), deconstruction planner (alt-D), red wire (alt-R), green wire (alt-G))
This means, that there are just a few missing icons left to be on the screen all the time.
I think the icons need a little more work on the balances. right now they look too fat and big relative to the rest of the interface.
and the spider icon looks cheap, but the idea is cool)

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 6:44 pm
by Fevix
kovarex wrote: Tue Nov 19, 2024 6:09 pm
Shiny998 wrote: Tue Nov 19, 2024 5:49 pm Please change the icons back. They look ugly and I can't revert my save file to an older version.
I'm doing an acheivement run without mods otherwise I'd install a cosmetic mod.
11-20-2024, 01-49-33.png
Can you be more specific? I was actually recently approving these, and I find it to be an improvement. The icons are bigger (with less empty space around), so it is more visible, and the wire icons are not confusable with the actual wire item.
On top of that, I personally hide vast majority of the icons, if I know the shortcut and use it a lot (copy (Ctrl+C), cut (Ctrl+X), paste (Ctrl+V), undo (Ctrl+Z), redo (CTRL+Y), alt, blueprint (ald-B), deconstruction planner (alt-D), red wire (alt-R), green wire (alt-G))
This means, that there are just a few missing icons left to be on the screen all the time.
I do agree that the icons do not match the visual style of the game at all. While they succeed massively in ensuring the icons are readable and distinguishable (Especially with the "G" and "R" for green and red circuits), none of the rest of the game shares this design philosophy. (EG., the buttons for the various map overlays, the various item/recipe icons, etc etc etc)

I'd like to see it as an option somewhere in the menu: Legacy, Legacy (Less empty space), Modern

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 7:03 pm
by Cerberus
Why not simply use the old entity icons though for the three wires? Like they used to be in the crafting screen/inventory/...

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 7:45 pm
by MechBFP
Cerberus wrote: Tue Nov 19, 2024 7:03 pm Why not simply use the old entity icons though for the three wires? Like they used to be in the crafting screen/inventory/...
Because they are improved from an accessibility perspective for anyone that is color blind. Notice they look like G for Green and R for Red? They are WAY, way, way better. The only suggestion I would have is to color the regular wire as copper instead of black and white.

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 8:16 pm
by DaleStan
Shiny998 wrote: Tue Nov 19, 2024 5:49 pmI'm doing an acheivement run without mods otherwise I'd install a cosmetic mod.
Consider viewtopic.php?f=69&t=100924

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 8:24 pm
by Shiny998
Fevix wrote: Tue Nov 19, 2024 6:44 pm
kovarex wrote: Tue Nov 19, 2024 6:09 pm
Shiny998 wrote: Tue Nov 19, 2024 5:49 pm Please change the icons back. They look ugly and I can't revert my save file to an older version.
I'm doing an acheivement run without mods otherwise I'd install a cosmetic mod.
11-20-2024, 01-49-33.png
Can you be more specific? I was actually recently approving these, and I find it to be an improvement. The icons are bigger (with less empty space around), so it is more visible, and the wire icons are not confusable with the actual wire item.
On top of that, I personally hide vast majority of the icons, if I know the shortcut and use it a lot (copy (Ctrl+C), cut (Ctrl+X), paste (Ctrl+V), undo (Ctrl+Z), redo (CTRL+Y), alt, blueprint (ald-B), deconstruction planner (alt-D), red wire (alt-R), green wire (alt-G))
This means, that there are just a few missing icons left to be on the screen all the time.
I do agree that the icons do not match the visual style of the game at all. While they succeed massively in ensuring the icons are readable and distinguishable (Especially with the "G" and "R" for green and red circuits), none of the rest of the game shares this design philosophy. (EG., the buttons for the various map overlays, the various item/recipe icons, etc etc etc)

I'd like to see it as an option somewhere in the menu: Legacy, Legacy (Less empty space), Modern
Exactly, the visual style is completely off. The new icons are too chunky and cartoony, they don't match the rest of the UI or the feel of the game. I've been playing factorio since the old days and the wire icons were better. I can see in the files that the new icons are higher resolution but I think Wube needs to go back to the drawing board; they are terrible.

In the meantime, I made my own icons in the style of the new icons. High res but I used the wire icons because personally, I think they fit the game design better.
11-20-2024, 04-24-29.png
11-20-2024, 04-24-29.png (50.99 KiB) Viewed 2317 times

Re: Version 2.0.20

Posted: Tue Nov 19, 2024 8:28 pm
by Shiny998
MechBFP wrote: Tue Nov 19, 2024 7:45 pm
Cerberus wrote: Tue Nov 19, 2024 7:03 pm Why not simply use the old entity icons though for the three wires? Like they used to be in the crafting screen/inventory/...
Because they are improved from an accessibility perspective for anyone that is color blind. Notice they look like G for Green and R for Red? They are WAY, way, way better. The only suggestion I would have is to color the regular wire as copper instead of black and white.
I also wanted to quote here that while I agree that the new icons are better for those who are colorblind. No design feature should be forced upon the general user base. It should be an option that can be toggled on or off. As a game designer of three years, this is how I'd approach situations like this.
Besides, when you actually click the icon, it doesn't keep the UI icon when you place wires in the world. It uses the regular wire icon instead.