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FactorioNewsVersion 2.0.55 released as stable
Game update

Version 2.0.55 released as stable

Factorio · published 5 Jun 2025, 10:24 UTC · build 18705889

All newsPlayers around this dateRead on Steam

Balancing

  • Fuel acceleration bonus and equipment speed bonuses now apply quarter of compound bonus rate to turning rate of tank-driving cars (e.g. tank)

Bugfixes

  • Added missing notification of "too far to connect" for smart belt dragging when the obstacle is exceeding the limit of the related undergrounds.
  • Changed pipette of fluid recipes to work the same as pipette of item recipes. https://forums.factorio.com/128512
  • Fixed "Any request zero" wait condition triggering when building last item on a space platform. https://forums.factorio.com/127644
  • Fixed LuaEntityPrototype::get_inventory_size() returning nil for rocket_silo_rocket and rocket_silo_trash inventories. https://forums.factorio.com/129009
  • Fixed LuaForce::platforms read not being mapped by platform index as documented.
  • Fixed LuaGameScript::take_technology_screenshot was not processing selected_technology. https://forums.factorio.com/129086
  • Fixed LuaRadarControlBehavior was missing LuaControlBehavior fields.
  • Fixed a broken menu simulation. https://forums.factorio.com/128891
  • Fixed a crash due to item request proxy inconsistency.
  • Fixed a crash in map generation when offset_x/y was infinite by adding stronger noise expression argument validation.
  • Fixed a crash opening the train GUI in spectator controller. https://forums.factorio.com/117928
  • Fixed a crash related to logistic filters that should not have import from configured but kept having one due to missing migration. https://forums.factorio.com/128719
  • Fixed a crash when a vehicle with roboport equipment was marked for deconstruction. https://forums.factorio.com/128664
  • Fixed a crash when attempting to run RCON commands in single player before the first tick has run. https://forums.factorio.com/128760
  • Fixed a crash when calling LuaEntity::launch_rocket() with no character.
  • Fixed a crash when clicking on "Show only essential technologies" in technology GUI while a hidden technology is selected. https://forums.factorio.com/128534
  • Fixed a crash when defining a local noise expression as empty string and using it. https://forums.factorio.com/128654
  • Fixed a crash when game was saved in complete mode (for desync, benchmark or heavy mode) that could happen after a save file was loaded from an older version requiring transport line groups to be reconstructed while there were also blueprints with transport belts present in the save.
  • Fixed a crash when ghost of train stop with custom color is upgraded.
  • Fixed a crash when interacting with temporary stops in moving trains. https://forums.factorio.com/127258
  • Fixed a crash when migrating rolling stocks. https://forums.factorio.com/128667
  • Fixed a crash when player uses editor and views surface through remote view and presses shift+right click. https://forums.factorio.com/128840
  • Fixed a crash when reading LuaStyle::horizontal_spacing and vertical_spacing of a table which didn't have these values set. https://forums.factorio.com/129013
  • Fixed a crash when replacing a buffered fluidbox with an unbuffered fluidbox. https://forums.factorio.com/128933
  • Fixed a crash when script requested printing a localised string that has recursion loop. https://forums.factorio.com/113273
  • Fixed a crash when setting active=false on logistic/construction robots. https://forums.factorio.com/128560
  • Fixed a crash when trying to parameterize infinity pipe filters. https://forums.factorio.com/128626
  • Fixed a crash when trying to render corpses without graphics defined. https://forums.factorio.com/128926
  • Fixed a crash when trying to render screenshots of entities marked for upgrade in multiplayer latency. https://forums.factorio.com/128431
  • Fixed a crash when using --dump-prototype-locale with some mods. https://forums.factorio.com/128838
  • Fixed a rare, failing demolisher-related consistency check. https://forums.factorio.com/128720
  • Fixed a recursive table in data would cause a crash. https://forums.factorio.com/128510
  • Fixed a rendering issue with tables when removing all child widgets at once. https://forums.factorio.com/128820
  • Fixed agricultural tower having insufficient electric buffer size when crane_energy_usage was larger than energy_usage.
  • Fixed an issue when changing constant combinator values in multiplayer. https://forums.factorio.com/128613
  • Fixed an issue with choose-elem-button highlighting when disabling/enabling widgets. https://forums.factorio.com/128938
  • Fixed an issue with scrollable tooltips and label sizes. https://forums.factorio.com/128655
  • Fixed any filter was showing in copy-paste filters tip. https://forums.factorio.com/129042
  • Fixed asteroid collector not drawing arms and radius when offscreen. https://forums.factorio.com/116156
  • Fixed belt gap traversing bug related to overbuilding ghost undergrounds with real ones. https://forums.factorio.com/128283
  • Fixed blueprint tile building sometimes not allowing partial builds https://forums.factorio.com/122966
  • Fixed blueprints not building cover tiles when foundation tile build failed on the same position https://forums.factorio.com/128637
  • Fixed consistency issue with locomotive's fuel inventory if it has non fuel items in it.
  • Fixed entity ghost colliding colliding with other force's entity marked for deconstruction sometimes causing a crash https://forums.factorio.com/127660
  • Fixed extra padding above the ghost cursor selection GUI. https://forums.factorio.com/126818
  • Fixed getting an extra warning message of missing underground even when its not needed. https://forums.factorio.com/124209
  • Fixed ghost rotated overbuild over real entity would not generate events. https://forums.factorio.com/128717
  • Fixed ghosts were not showing wire connection areas properly for combinators and power switches when connecting wires.
  • Fixed heat pipe connections did not flip. https://forums.factorio.com/129176
  • Fixed high memory usage of asteroid collectors because they didn't remove invalid asteroid chunks from tracking when they were disabled. https://forums.factorio.com/128564
  • Fixed inserter rotation and extension speed would ignore quality level of normal quality. https://forums.factorio.com/128506
  • Fixed inserters could get stuck trying to insert into lab with some modded technologies active. https://forums.factorio.com/128625
  • Fixed it was possible to set "solar" usage priority for electric energy source of entities that are not a solar panel.
  • Fixed listbox items with remarks would have their text cut off unnecessarily. https://forums.factorio.com/118954
  • Fixed math2d.vector.to_orientation() not enforcing range [0, 1) for the return value. https://forums.factorio.com/128085
  • Fixed missing localisation for nuclear explosion effects. https://forums.factorio.com/129104
  • Fixed missing train stop limit and priority blueprint parametrisation context captions translations. https://forums.factorio.com/128318
  • Fixed modded furnaces would not work with item and fluid recipes based on ingredients order.
  • Fixed multioctave noise allowing negative and infinite octaves which caused the game to freeze in map generation on ARM systems. https://forums.factorio.com/128358
  • Fixed other forces' ghosts with tile buildability rules colliding with a tile ghost on platform being removed on tile ghost build. not revive.
  • Fixed possible memory management error when initializing GPU device counters with Metal. https://forums.factorio.com/128505
  • Fixed renaming the last train stop on a surface would rename all global uses of the name in interrupts. https://forums.factorio.com/123641
  • Fixed researched and disabled technologies being shown in the technology tree and considered as "not researched" for prerequisites checks. https://forums.factorio.com/128875
  • Fixed script could rotate inserters into diagonal directions. https://forums.factorio.com/129103
  • Fixed several issues of factoriopedia entries being in the wrong order. https://forums.factorio.com/128417
  • Fixed smart belt building over a curve in reversed direction. https://forums.factorio.com/126645
  • Fixed solar panels on a script created surfaces were not affected by surface properties.
  • Fixed some issues around setting driving for a vehicle on different surface via scripts https://forums.factorio.com/127651
  • Fixed spidertron remote not showing the color of the selected spiders. https://forums.factorio.com/120405
  • Fixed splitter gui was not updated in some cases. https://forums.factorio.com/129161
  • Fixed spoilable category not showing in Factoriopedia when the item spoiled into nothing. https://forums.factorio.com/129011
  • Fixed storage tank was not showing fluid content through window when frozen. https://forums.factorio.com/129084
  • Fixed super forced building across underground belts not working for some directions. https://forums.factorio.com/127335
  • Fixed super-forcing gates and walls would sometimes cause deconstruction of adjacent curved rails (https://forums.factorio.com/122374 and https://forums.factorio.com/116779)
  • Fixed textbox overlap in logistic network GUI. https://forums.factorio.com/118078
  • Fixed texture initialization on low-memory Macs with the Metal graphics backend. https://forums.factorio.com/128458
  • Fixed that AnimationSheet::repeat_count wasn't handled correctly and could crash the game. https://forums.factorio.com/128804
  • Fixed that LuaEntity::launch_rocket() did not work with some parameter combinations. https://forums.factorio.com/128724
  • Fixed that a black line could appear between chunks at some zoom levels. https://forums.factorio.com/128367
  • Fixed that a long 'Enable train limit' translation would make the train stop GUI expand. https://forums.factorio.com/127386
  • Fixed that asteroids would block placing blueprints. https://forums.factorio.com/128859
  • Fixed that beacons would not respect the allowed module categories of the affected machine. https://forums.factorio.com/116042
  • Fixed that belt dragging over belt undergound gap changed direction in the process, effectively making one part of the drag in the opposite direction.
  • Fixed that building while in the trains GUI when entered from remote view would build physical items. https://forums.factorio.com/128591
  • Fixed that changing recipes in ghost assemblers would always clear requested modules. https://forums.factorio.com/128942
  • Fixed that changing recipes in ghost assembling machines didn't remove invalid item requests. https://forums.factorio.com/127958
  • Fixed that character armor animations did not play correctly. https://forums.factorio.com/128631
  • Fixed that construction robots dispatch for item requests was too slow in networks with many unfulfillable requests. https://forums.factorio.com/127543
  • Fixed that deleting all achievements in a modded game also deleted Steam achievements. https://forums.factorio.com/128753
  • Fixed that demolishers would fall asleep while mostly outside of their territory and would not respond to taking damage. https://forums.factorio.com/128104
  • Fixed that destroying a character entity while it was in a space platform would crash the game. https://forums.factorio.com/128935
  • Fixed that did on_player_driving_changed_state not run when cargo pods landed. https://forums.factorio.com/117557
  • Fixed that disabling a text field widget didn't disable the rich text icon selector. https://forums.factorio.com/125560
  • Fixed that eggs could spoil while traveling over open space and result in stuck biters. https://forums.factorio.com/128902
  • Fixed that fast-replacing furnaces did not put result items into the correct slots. https://forums.factorio.com/128756
  • Fixed that finishing a map drag and closing remote view on the same frame would cause remote view to become "stuck" at an offset. https://forums.factorio.com/128746
  • Fixed that ghost upgrading entities in remote view would play a failure sound if the entity supported rotation but was not currently rotatable. https://forums.factorio.com/122205
  • Fixed that ghost-building upgrading of an entity with module requests would clear the module requests. https://forums.factorio.com/128998
  • Fixed that inactive crafting machines were not clearing animation state when freezing.
  • Fixed that inserters could get stuck when captured spawners would revert and be re-captured. https://forums.factorio.com/128751
  • Fixed that instant upgrading modules was not instant. https://forums.factorio.com/128649
  • Fixed that internal console textfield scrollbar moved to the beginning and back after every key press if the message was too long.
  • Fixed that it was not possible for scripts to set the player's zoom level at or below 1/32. https://forums.factorio.com/128530
  • Fixed that item insertion requests didn't work well with spidertron's sorted inventory. https://forums.factorio.com/120830
  • Fixed that items in provider chests did not count as available when reading logistic network requests. https://forums.factorio.com/128584
  • Fixed that landing at modded planets could cause the game to get stuck waiting for a landing position. https://forums.factorio.com/128194
  • Fixed that locomotive fuel request couldn't be canceled outside of remote view. https://forums.factorio.com/128552
  • Fixed that manually launched rockets could be sent to platforms mid-flight in some cases. https://forums.factorio.com/128393
  • Fixed that multiplayer networking would fail if there were too many mods in the mods directory on Linux. https://forums.factorio.com/128429
  • Fixed that negative quality effects did not show correctly in tootips. https://forums.factorio.com/128464
  • Fixed that offshore pump ghosts kept their fluid filters in cases where they weren't meant to. https://forums.factorio.com/128542
  • Fixed that railguns didn't show the maximum energy consumption correctly. https://forums.factorio.com/128858
  • Fixed that recipe with quality tooltip didn't work for modded GUIs. https://forums.factorio.com/128958
  • Fixed that red wire shadows on selector combinators did not render correctly in the east orientation. https://forums.factorio.com/128890
  • Fixed that renaming all stops would change the color of all stops with that name. https://forums.factorio.com/128440
  • Fixed that rocket silos disabled by script would still try to fulfil space platform requests. https://forums.factorio.com/128819
  • Fixed that some map generator GUI headers didn't show. https://forums.factorio.com/128566
  • Fixed that some space-age recipes using spoiling could be paused indefinitely. https://forums.factorio.com/128716
  • Fixed that text field rendering did not work correctly when when changing the text value in some cases. https://forums.factorio.com/126400
  • Fixed that the Constant Combinator GUI had inconsistent default values. https://forums.factorio.com/128502
  • Fixed that the blueprint GUI could think there were pending changes when there weren't. https://forums.factorio.com/128937
  • Fixed that the blueprint parametrisation formula UI error handling didn't properly fill the variables resulting in false positive errors. https://forums.factorio.com/128195
  • Fixed that the default graphics settings for some Macs with Apple GPUs were too high. (https://forums.factorio.com/128458, https://forums.factorio.com/128653)
  • Fixed that the fulgoran lightning attractor didn't show what items it would produce when mined. https://forums.factorio.com/128612
  • Fixed that the galaxy of fame button would not show when in multiplayer. https://forums.factorio.com/128259
  • Fixed that toggling rocket silo space platform requests did not set the last user. https://forums.factorio.com/128785
  • Fixed that transport belt ghost upgrading could generate unexpected undergrounds. https://forums.factorio.com/128232
  • Fixed that valves would play a working sound when no fluid is flowing.
  • Fixed that when parametrising something without quality (fluid for example), confirming with shortcut didn't allow to keep the parameter. https://forums.factorio.com/127940
  • Fixed that you could un-toggle all of the time buttons in the production statistics GUI. https://forums.factorio.com/128694
  • Fixed that you couldn't immediately clear the cursor if the inventory "hand" was on a filtered slot and you held a different item. Hand will now move to a new slot when swapping it. https://forums.factorio.com/114621
  • Fixed the browse arrows in the remote view changing position when opening the train GUI. https://forums.factorio.com/119525
  • Fixed turret cooldown not accounting for StartingAttack phase length, making effective turret cooldowns longer. Fixes Railgun turret showing incorrect shooting speed. (https://forums.factorio.com/128656) Fixes Railgun upgrades not being correct. (https://forums.factorio.com/116987) Adjusted railgun cooldown to maintain previous shooting speed. Effective technology bonus increased slightly.
  • Fixed upgrade planner upgrading incorrect module slots when the entity was marked for downgrade. https://forums.factorio.com/121495
  • Fixed various problems of smart belt building with no undergrounds in inventory over perpendicular belts. https://forums.factorio.com/122935
  • Fixed vehicle ammo refill was not working. https://forums.factorio.com/129137
  • Fixed wait condition "any planet import zero" was ignoring negative filters when deciding which items would be requested. https://forums.factorio.com/128821
  • Fixed wire shadow rendering ignoring surface shadow opacity. https://forums.factorio.com/128633
  • Improved collection of asteroid chunks on space platforms with fluctuating speed. https://forums.factorio.com/124493
  • Killed landmines now explode. https://forums.factorio.com/121065

Minor Features

  • Added --run-replay command line option.
  • Show existing turrets' radius when holding a turret to be built. https://forums.factorio.com/116572
  • Smart underground belt building now considers splitter to be an obstacle if there was something connected to the lane already.
  • Spidertron remote tooltips show a camera view of the selected spiders.

Modding

  • Added AgriculturalTowerPrototype::accepted_seeds.
  • Added AgriculturalTowerPrototype::randomize_planting_tile.
  • Added ItemPrototype::moved_to_hub_when_building.
  • Added LandMinePrototype::trigger_interval.
  • Added LightningProperties::lightning_multiplier_at_day, lightning_multiplier_at_night, multiplier_surface_property and lightning_warning_icon.
  • Added RecipePrototype::additional_categories.
  • Added SolarPanelEquipmentPrototype::performance_at_day, performance_at_night and solar_coefficient_property.
  • Added SolarPanelPrototype::performance_at_day, performance_at_night and solar_coefficient_property.
  • Added `helpers` to settings and prototype stages.
  • Added the "valve" entity type.
  • Added utility constants logistic_slots_per_row, crafting_queue_slots_per_row, blueprint_big_slots_per_row, blueprint_small_slots_per_row, and trash_inventory_width.

Scripting

  • Added LuaControl::get_inventory_name.
  • Added LuaEntity::cargo_bay_connection_owner read.
  • Added LuaEntity::crane_end_position_3d read for getting current ending position of agricultural crane. https://forums.factorio.com/128752
  • Added LuaEntity::get_fluid_source_tile() and get_fluid_source_fluid().
  • Added LuaEntity::owned_plants read.
  • Added LuaEntity::set_inventory_size_override/get_inventory_size_override methods with support for container and cargo-wagon.
  • Added LuaEntity::use_transitional_requests read/write.
  • Added LuaEntity::valve_threshold_override read/write.
  • Added LuaEntityPrototype::agricultural_tower_radius, crane_energy_usage and growth_area_radius read.
  • Added LuaEntityPrototype::fluid_source_offset.
  • Added LuaEntityPrototype::launch_to_space_platforms read.
  • Added LuaEntityPrototype::valve_mode read, LuaEntityPrototype::valve_threshold read, and LuaEntityPrototype::get_valve_flow_rate(quality).
  • Added LuaGuiElement::quality read/write for "sprite-button" type.
  • Added LuaHelpers::compare_versions().
  • Added LuaHelpers::game_version read.
  • Added LuaInventory::name read.
  • Added LuaSchedule::get_inside_interrupt()/set_inside_interrupt().
  • Added LuaSpacePlatform::clear_ejected_items().
  • Added LuaSpacePlatform::eject_item().
  • Added LuaSpacePlatform::ejected_items read.
  • Added LuaSurface::daytime_parameters read/write.
  • Added LuaSurface::global_electric_network_statistics read.
  • Added LuaSurface::pollution_statistics read.
  • Added LuaSurface::set_pollution.
  • Added LuaSurface::spill_inventory.
  • Added `quality` to on_script_trigger_effect event when item spoils to script trigger.
  • Added character parameter to LuaEntity::launch_rocket.
  • Added defines.inventory.agricultural_tower_input and defines.inventory.agricultural_tower_output.
  • Added defines.inventory.linked_container_main, asteroid_collector_output, crafter_input, crafter_output, crafter_modules, crafter_trash, lab_trash.
  • Added drop_full_stack parameter to LuaSurface::spill_item_stack.
  • Changed LuaEntity::set_passenger() to work with cargo pods.
  • Changed LuaLogisticSection::set_slot() to return the existing conflicting slot (if one exists) instead of erroring.
  • Changed on_space_platform_changed_state event to run after all starter pack actions are done when applying it and LuaSpacePlatform::hub is set.
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Community7 Aug 2026Friday Facts #445 - The Biters Bite BackHello, 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 .Community26 Jun 2026Friday Facts #444 - 2.1 Experimental releaseHello, we hope your week has been pleasant. Read the full post on our website .Game update23 Jun 2026Version 2.0.77 released as stableBugfixes · 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…