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Version 2.0.66

Posted: Tue Sep 02, 2025 12:07 pm
by FactorioBot
Minor Features
  • Windows executables now undergo code signing.
Changes
  • Reverted belt building changes from 2.0.61.
Bugfixes
  • Fixed that blueprints made from ghosts would not be included in the on_player_setup_blueprint event. (130470)
  • Fixed a consistency issue when rotated entities are moved by belts. (130475)
  • Fixed modded mining drills with filters would not keep filters when upgrading. (130452)
  • Fixed that the time usage entry for "Multiplayer UPS" did not work. (130516)
  • Fixed a crash when changing research state during the configuration changed event. (130433)
  • Fixed that deconstruction planner was ignoring quality of items on ground. (130563)
  • Fixed captive biter spawners would not get damaged while not producing if friendly fire was disabled. (130566)
  • Fixed that reading roboport logistic requests in networks with buffer chests did not behave correctly. (129914)
  • Fixed remembered zoom levels when going back and forth in the browse history.
  • Fixed a crash when saving after parametrising a blueprint that caused filters to merge in some cases. (130583)
  • Fixed train stops with priority above 90 would get priority clamped to 90 inside of a blueprint. (130608)
  • Fixed util.mul_shift not accepting struct. (128854)
Modding
  • Added color mod setting "forced_value".
  • InserterPrototype::pickup_position and insert_position are no longer checked for being too close to tile edge.
Scripting
  • Added an "overflow" inventory option to LuaEntity::revive and silent_revive.
  • Added LuaEntityPrototype::icons_positioning and icon_draw_specification read.
  • Added LuaRenderObject::dash_offset read/write.
  • Added tile_condition to LuaItemPrototype::place_as_tile_result.
  • Changed LuaAchievementPrototype::to_kill and module to returns arrays of LuaPrototypes instead of arrays of strings.
  • Added LuaRecord::is_preview read.
  • Added LuaGameScript::allow_debug_settings read/write.
Previous changelog: Version 2.0.65

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.

Re: Version 2.0.66

Posted: Tue Sep 02, 2025 12:17 pm
by Kyralessa
Windows executables now undergo code signing.
Hooray! No more sus executables!

Re: Version 2.0.66

Posted: Tue Sep 02, 2025 12:17 pm
by Hares
FactorioBot wrote: Tue Sep 02, 2025 12:07 pm Changes
  • Reverted belt building changes from 2.0.61.
Why?..

Re: Version 2.0.66

Posted: Tue Sep 02, 2025 12:19 pm
by Kyralessa
Hares wrote: Tue Sep 02, 2025 12:17 pm
FactorioBot wrote: Tue Sep 02, 2025 12:07 pm Changes
  • Reverted belt building changes from 2.0.61.
Why?..
viewtopic.php?t=130603

Re: Version 2.0.66

Posted: Tue Sep 02, 2025 1:30 pm
by MechBFP
Kyralessa wrote: Tue Sep 02, 2025 12:19 pm
Hares wrote: Tue Sep 02, 2025 12:17 pm
FactorioBot wrote: Tue Sep 02, 2025 12:07 pm Changes
  • Reverted belt building changes from 2.0.61.
Why?..
viewtopic.php?t=130603
A good revert for sure. You want to make the process less fiddly in the majority of common use cases, not more. In the end it is never going to be perfect so as long as it works good the vast majority of the time it is fine.

Re: Version 2.0.66

Posted: Tue Sep 02, 2025 2:14 pm
by WarpShuffle
MechBFP wrote: Tue Sep 02, 2025 1:30 pm
Kyralessa wrote: Tue Sep 02, 2025 12:19 pm
Hares wrote: Tue Sep 02, 2025 12:17 pm
FactorioBot wrote: Tue Sep 02, 2025 12:07 pm Changes
  • Reverted belt building changes from 2.0.61.
Why?..
viewtopic.php?t=130603
A good revert for sure. You want to make the process less fiddly in the majority of common use cases, not more. In the end it is never going to be perfect so as long as it works good the vast majority of the time it is fine.
I'm very happy this was reverted, indeed!

Sure, I could argue that there's 1-in-one-thousand cases where the new behaviour might have saved me half a drag action but in every other case it just totally irked me that the behaviour had changed to something different that doesn't really save time.

Do I click and drag in the wrong direction, ever? No I do not.

Do I click and drag but miss one tile at the start? Oh yes! All the time. And for all the years I've played factorio, I could just "scrub" back over that tile to fix it until the behaviour changed. Sure: if the new mode had always been the old mode, I might never have learned that muscle memory but that's another time-line.

Re: Version 2.0.66

Posted: Tue Sep 02, 2025 2:52 pm
by AntiElitz
Thanks for reverting this!

Re: Version 2.0.66

Posted: Tue Sep 02, 2025 5:44 pm
by TheMrTomatoMan
Reverted belt building changes from 2.0.61.
I Realy did like this feature :( could you maybe ad the option to re-enable it in the settings for people like me who liked it ?

Re: Version 2.0.66

Posted: Fri Sep 19, 2025 7:36 am
by Fishbus
TheMrTomatoMan wrote: Tue Sep 02, 2025 5:44 pm
Reverted belt building changes from 2.0.61.
I Realy did like this feature :( could you maybe ad the option to re-enable it in the settings for people like me who liked it ?
Could be one of those things where it sees biased feedback between playertype, e.g. new, speedrunner, expert, pro, casual etc. I've got 2k-ish play but am very casual/slow in my play style and I've had more use with the newer style than the older style. It's probably worth a setting (and what is the best common default?). After all, if someone is expending the effort/care to post feedback on reddit, steam, this, or any forum. They are inevitably more likely going to be a poweruser minority/subgroup type.

$0.02 etc etc