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Version 2.0.70

Posted: Mon Oct 13, 2025 12:09 pm
by FactorioBot
Bugfixes
  • Fixed scripted technology trigger was unable to load layered icons. (131107)
  • Fixed tips and tricks item was unable to load layered icons.
  • Fixed stomper stomp sound playing way too many times when dying by stomping in a mine field. (131100)
  • Fixed electric turret was suggesting it is possible to read ammo. (131119)
  • Fixed a crash when artillery turret didn't have rotating_sound defined even though it's optional. (131140)
  • Fixed startup crashes on some Intel Macbook Pros. (131153)
  • Fixed that changing player's character could cause equipment related events to not fire. (131165)
  • Fixed upgrading programmable speaker would clear settings. (131191)
  • Fixed that LuaPlayer::can_build_from_cursor would play the not-allowed sound when out of reach. (131201)
  • Fixed that on_chart_tag_modified was not called when name/icon was modified by script. (131176)
  • Fixed a crash when a surface is deleted while viewing a ping tooltip for that surface. (131146)
  • Fixed some OpenGL lighting issues when light occlusion was enabled.
  • Fixed color saturation problems on some Intel Macs. (128726)
  • Fixed crashes on Intel Macs with AMD GPUs by disabling GPU timings for those cards.
  • Fixed a crash when robots try to charge at a roboport that only supports charging when using quality. (131253)
Modding
  • Added CargoStationParameters::is_input_station and ::is_output_station to mainly clarify tooltips. (126749)
Previous changelog: Version 2.0.69

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 2.0.70

Posted: Mon Oct 13, 2025 3:47 pm
by h.q.droid
It also seems a lot faster. Is there any unmentioned optimization?

Re: Version 2.0.70

Posted: Tue Oct 14, 2025 10:39 am
by BlueTemplar
What seems faster to you ?

Re: Version 2.0.70

Posted: Tue Oct 14, 2025 11:31 am
by h.q.droid
BlueTemplar wrote: Tue Oct 14, 2025 10:39 am What seems faster to you ?
My save ran at 50-56 UPS on 2.0.69 but got sped up to 60 UPS on 2.0.70.

Re: Version 2.0.70

Posted: Tue Oct 14, 2025 2:12 pm
by BlueTemplar
With Wube paying so much attention to optimisation as well as obscure bugs,
and the change you report being quite significant,
and indeed there seemingly being no change listed that should have caused this,
(you aren't on Mac, or using OpenGL, are you ?)

Wube would likely be glad if you made a thread comparing before and after,
following the Performance problems and how to report them instructions for both ?

(Assuming you indeed do see a difference when trying 2.0.69 again.)

Re: Version 2.0.70

Posted: Tue Oct 14, 2025 2:33 pm
by h.q.droid
BlueTemplar wrote: Tue Oct 14, 2025 2:12 pm With Wube paying so much attention to optimisation as well as obscure bugs,
and the change you report being quite significant,
and indeed there seemingly being no change listed that should have caused this,
(you aren't on Mac, or using OpenGL, are you ?)

Wube would likely be glad if you made a thread comparing before and after,
following the Performance problems and how to report them instructions for both ?

(Assuming you indeed do see a difference when trying 2.0.69 again.)
Well, I don't want to reinstall 2.0.69. I was indeed using OpenGL on an Intel GPU, but I'm on Linux.

Re: Version 2.0.70

Posted: Wed Oct 15, 2025 9:32 am
by Nilshar
I'm also experiencing UPS improvement on that version (Linux as well).
Difficult to know where exactly, but on average I estimate to around 5ups better (was 30ups when prom ships was out, it's now 35ish, and 45 to 50 with no heavy ships out, and it's now 55+)
Raiguard probably did something there, hope there will be more, playing at 30ups remove a big part of the fun

Re: Version 2.0.70

Posted: Wed Oct 15, 2025 9:42 am
by BlueTemplar
Fixed some OpenGL lighting issues when light occlusion was enabled.
Was it enabled ?

Re: Version 2.0.70

Posted: Wed Oct 15, 2025 9:48 am
by boskid
There was one miniscule change i did inside of the orbital logistics logic which is trying to pair silos with hubs or hubs with cargo landing pads when trying to resolve logistic requests: those requests are usually blocked if a target entity (hub when sending up from silos, cargo landing pad when sending down from a space platform) cannot hold enough items. In 2.0.69 it was implemented by checking how much empty space that entity has, which in case of huge inventories could cause every single stack of inventory to be visited. Change i did is that this logic for counting empty space is now aware how much is "enough" and so if it finds that much empty space, it stops scanning inventory. I was unable to measure any improvements of that change on my benchmark save files but if your save file is particularily demanding (having hub with huge inventory, having cargo landing pad with huge inventory) there may be some differences observable here.

Re: Version 2.0.70

Posted: Wed Oct 15, 2025 11:31 am
by Ihmemies
You can see from the development overlay in game if the UPS issues are caused by your base calculations or by your CPU/GPU being too slow to render the graphics etc.

You can also DL old versions from https://factorio.com/get-download/2.0.6 ... on/linux64 and install them to a separate folder

Re: Version 2.0.70

Posted: Wed Oct 15, 2025 5:23 pm
by Nilshar
boskid wrote: Wed Oct 15, 2025 9:48 am There was one miniscule change i did inside of the orbital logistics logic which is trying to pair silos with hubs or hubs with cargo landing pads when trying to resolve logistic requests: those requests are usually blocked if a target entity (hub when sending up from silos, cargo landing pad when sending down from a space platform) cannot hold enough items. In 2.0.69 it was implemented by checking how much empty space that entity has, which in case of huge inventories could cause every single stack of inventory to be visited. Change i did is that this logic for counting empty space is now aware how much is "enough" and so if it finds that much empty space, it stops scanning inventory. I was unable to measure any improvements of that change on my benchmark save files but if your save file is particularily demanding (having hub with huge inventory, having cargo landing pad with huge inventory) there may be some differences observable here.
abucnasty did a video about that : https://www.youtube.com/watch?v=NpuwXt-A3QQ

Re: Version 2.0.70

Posted: Wed Oct 15, 2025 5:27 pm
by boskid
Nilshar wrote: Wed Oct 15, 2025 5:23 pm abucnasty did a video about that : https://www.youtube.com/watch?v=NpuwXt-A3QQ
No, that video is for a different change that was added in 2.0.67 experimental (between 2.0.66 stable and 2.0.69 stable). Change i mentioned was added in 2.0.70.

Re: Version 2.0.70

Posted: Thu Oct 16, 2025 2:59 am
by h.q.droid
boskid wrote: Wed Oct 15, 2025 9:48 am There was one miniscule change i did inside of the orbital logistics logic which is trying to pair silos with hubs or hubs with cargo landing pads when trying to resolve logistic requests: those requests are usually blocked if a target entity (hub when sending up from silos, cargo landing pad when sending down from a space platform) cannot hold enough items. In 2.0.69 it was implemented by checking how much empty space that entity has, which in case of huge inventories could cause every single stack of inventory to be visited. Change i did is that this logic for counting empty space is now aware how much is "enough" and so if it finds that much empty space, it stops scanning inventory. I was unable to measure any improvements of that change on my benchmark save files but if your save file is particularily demanding (having hub with huge inventory, having cargo landing pad with huge inventory) there may be some differences observable here.
Could be this one. I have a fleet of legendary asteroid ships with a huge inventory that regularly visits my Nauvis hub which also has a huge inventory and regularly pulls stuff from that fleet. I have been dumping my inventory into the hub whenever visiting a different planet so my hub has become uncleanably messy -_-

I think graphics matters too since my FPS also increased. I'm using integrated graphics so there is a clear memory bandwidth competition between rendering and simulation. Both my FPS and UPS still get down to ~45 when zooming out on my Vulcanus hub with many stacked belts filled with quality stuff.