Status
SteamPeaks
Charts
Sales
Upcoming
Patches
Events
Calculator
Database
New on Steam
Every app, DLC and depot the minute Steam creates it
Apps
Every app on Steam, newest change first
Packages
Subs and bundles, and what each contains
Depots
Depots, manifests and install sizes
Tags
Steam's user tags and the games under them
Developers & publishers
Companies and their catalogues
Technologies
Engines, SDKs and anti-cheat found in the files
Change history
Every PICS changelist as it lands
Tools
Signals
Nineteen readings of the whole catalogue
Compare
Any games side by side
Records
All-time peaks and the days they were set
Reports
Weekly and monthly write-ups
Alerts & newsroom
Watch a game, get told when it moves
Steam status
Is Steam up, right now
Web API explorer
Try the endpoints in the browser
More
Events
Steam's own events and the sales calendar
Calculator
What a Steam account is worth, and its pile of shame
/
Sign in
/
Version 2.0.41 marked as stable · Factorio · SteamPeaks
Factorio
›
Events
›
Version 2.0.41 marked as stable
Game update
Version 2.0.41 marked as stable
Factorio
· published
18 months ago
· build
17698518
All events
Players around this date
Read on Steam
Bugfixes
Fixed GPU-accelerated compressed mipmaps on Apple Silicon Macs. https://forums.factorio.com/127316
Fixed a crash related to modded enemy behavior. https://forums.factorio.com/127314
Fixed a crash when a tile cannot be placed due to a missing foundation with default not given. https://forums.factorio.com/127087
Fixed a crash when trying to create a blueprint out of space platform hub which has wait condition with empty item field.
Fixed a crash when upgrading underground belts manually through remote view. https://forums.factorio.com/127385
Fixed a desync when cancelling deconstruction of frozen underground belts or frozen splitters.
Fixed a graphics artifact when drawing ghost rocket silos. https://forums.factorio.com/126888
Fixed another bug related to smart underground belt building.
Fixed deconstruction planner would not respect deconstruction alternatives when they were inside of entity ghost. https://forums.factorio.com/127414
Fixed extra spidertron ghost being created when ghost-building spidertron snapped to existing spidertron ghost https://forums.factorio.com/119776
Fixed ghosts of non-blueprintable entities being ghost-buildable in normal mode (e.g. in remote view). https://forums.factorio.com/127375
Fixed missing blueprint parametrisation number context for ticks waiting in station schedule condition. https://forums.factorio.com/119806
Fixed nauvis_uranium_processing menu simulation not loading properly in the demo. https://forums.factorio.com/124048
Fixed parametrisation into requests which would lead into duplicate requests wasn't handled. https://forums.factorio.com/119628
Fixed rail signal selection box when selection box is off-center. https://forums.factorio.com/119778
Fixed splash screen progress bar size not scaling with the UI.
Fixed that beacon fast-replace would allow modules the beacon did not accept. https://forums.factorio.com/125352
Fixed that building vehicles with pre-configured equipment grids did not always work correctly. https://forums.factorio.com/123758
Fixed that personal lasers would be offset incorrectly while having a tesla gun equipped. https://forums.factorio.com/122006
Fixed that pre-2.0 map exchange strings were able to disable cliffs on all planets. https://forums.factorio.com/127071
Fixed that some frozen rocket silos could get stuck. https://forums.factorio.com/126779
Fixed that the can't-reach wire sprite would get drawn under some entities. https://forums.factorio.com/124590
Fixed that the chart drag hotkey did not work. https://forums.factorio.com/127287
Fixed that the infinity cargo wagon showed in Factoriopedia. https://forums.factorio.com/127394
Fixed that water cane had the wrong icon. https://forums.factorio.com/123473
Fixed some recipes would recycle to wrong items when playing with quality only. https://forums.factorio.com/127370
Modding
Added ElectricPolePrototype::rewire_neighbours_when_destroying.
Moved the agricultural tower growth area radius to the prototype as growth_area_radius. https://forums.factorio.com/127340
More from Factorio
Other announcements
All events
Community
7 Aug 2026
Friday Facts #445 - The Biters Bite Back
Hello, We have another dose of human generated facts for you. I was planning to write about these biter and enemy behavior changes before the 2.1 release, but an unfortunately timed neck injury led to it being postponed. The silver lining here is that now I can write about all the player reactions and funny bugs we've found along the way. Read the full post on our website .
Community
26 Jun 2026
Friday Facts #444 - 2.1 Experimental release
Hello, we hope your week has been pleasant. Read the full post on our website .
Factorio
Game update
23 Jun 2026
Version 2.0.77 released as stable
Bugfixes · Fixed a clipping issue on cargo pods attached to rockets more · Fixed that inserters would deadlock if ammo spoiled while mid-swing towards a turret. more · Fixed that rocket silos could deadlock due to mod changes. more · Fixed a crash when specific entities are killed without a source. more · Fixed that time passed wait condition wasn't reset when manually pressing go-to button to…