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Home Patch Notes

Factorio 2.0.69 experimental patch fixes crashes and adds modding and scripting hooks

Version 2.0.69, posted Sep 29, 2025, brings multiple bug fixes plus new modding and scripting APIs, released first as experimental.

Angel Kicevski by Angel Kicevski
September 29, 2025
in Patch Notes, PC
0

Factorio has a new experimental release, version 2.0.69, which addresses several crashes and edge-case bugs while introducing a handful of modding and scripting features. The build was posted to the Factorio forums on Monday, September 29, 2025, and is available on the experimental channel for Steam and the standalone client.

The update repairs issues ranging from robots consuming invalid energy values to crashes related to space platforms and modded entities, and it adds new prototype fields and scripting events for modders. Experimental builds can be enabled on Steam via the Beta Participation option or on the standalone client under Other settings, Experimental Updates.

Patch Notes – 2.0.69

Bugfixes

  • Fixed some combinations of surface properties would cause robots to consume NaN amount of energy. (130989)
  • Fixed upgrading underground belts in a blueprint would not preserve underground belt type. (130994)
  • Fixed that upgrading fuel in blueprints could result in invalid fuel requests. (130958)
  • Fixed that super-force-building would not generate a player-rotated event. (128978)
  • Fixed a crash when script checks if a space platform can leave when it was not yet built. (131015)
  • Fixed a crash when a modded character entity without a character corpse defined dies. (131022)
  • Fixed custom tooltip fields were not showing for modded recipes. (131044)
  • Fixed some gui widgets were not selectable when inside of a long table that is scrolled to only show last row. (130970)
  • Fixed proxy container interaction with agricultural tower. (131057)
  • Fixed spoil products of recipe products were not listed as possible recipe trash. (131072)
  • Fixed LuaRendering rich text in game render mode being drawn above fog of war. (131066)
  • Fixed (super)forcing entity requiring tile would sometimes not trigger deconstruction of an obstacle despite said obstacle blocking revival of autofilled tileghost. (130907)

Modding

  • Added MiningDrillPrototype::resource_searching_offset.
  • Added “scripted” technology trigger.
  • Added FluidWagonPrototype::connection_category.

Scripting

  • Added on_player_dropped_item_into_entity event.
  • Added LuaItemCommon::entity_logistics_enabled and entity_enable_logistics_while_moving read/write.
  • Added LuaItemCommon::entity_driver_is_gunner, entity_auto_target_without_gunner and entity_auto_target_with_gunner read/write.
  • Added maximum_quality_jump utility constant.
  • Added LuaEntity::mining_area read.
  • Added LuaForce::script_trigger_research().

Previous changelog: Version 2.0.68

This small but tidy update will matter most to mod creators and scripters who rely on precise entity behavior, and to players who hit the reported crashes or blueprint edge cases. If the experimental build runs clean for you, consider testing the changes and reporting any regressions in the linked threads. Share thoughts in the comments, and follow us on X and Bluesky.

Source: Factorio Forums

Tags: Factorio
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Angel Kicevski

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era. Now I am happily married to Margarita Kicevski, and have two beautiful children. My goal is to deliver fresh news and updates, but most of the time I want to work on guides. Since I have rebooted this website, I am planning on making it huge. Just you wait!

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