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Factorio [2.0.76] Logitech RGB keyboard G512 lighting (23rd May 2026)
Factorio 2.0.76 is a crash-fix heavy update with a notable rocket silo correction and a new scripting property for mod authors.
Twenty-plus fixes in a single update is a good sign that Wube is keeping pace with the bug reports, and 2.0.76 is almost entirely crash and logic corrections rather than anything that reshapes how you play.
The rocket silo fix is probably the one most mid-to-late-game players will care about: previously, satellites could launch even when the cargo landing pad had no capacity to receive the products, which could silently swallow your launch. That's gone now. There's also a fluid box fix where underground pipe connections with non-default flow directions were causing unrelated fluid boxes to disconnect, the sort of subtle infrastructure bug that can send you chasing phantom throughput problems for an hour. On the scripting side, mod authors get a new LuaEntity::send_to_orbit_automatically read/write property and the missing Lua defines for cargo landing pad logistic points, which 2.0.77 had already started building toward.
The Mods GUI also gets a small quality-of-life correction: instead of restarting the game when you try to confirm unmet mod dependencies, it now shows an error. Minor, but anyone who's lost a session to that restart will appreciate it. Here's everything that changed.
Full Patch Notes
Gui
- Mods GUI will show an error instead of restarting the game when trying to confirm it while mod dependencies are not met.
Bugfixes
- Fixed rocket silo could launch satellites even when cargo landing pad will not be able to hold launch products. more
- Fixed fluid boxes with underground pipe connection and non default flow direction could cause unrelated fluid boxes to disconnect. more
- Fixed a crash when reading LuaPlayer::blueprints in a simulation.
- Fixed a crash related to give-item modifier not rejecting count of 0. more
- Fixed that the default config.ini file would not be written on first startup. more
- Fixed that mod dependency links in the mod updates GUI did not work correctly when not default sorted. more
- Fixed that LuaPlayer::build_from_cursor() checked reach in forced and super-forced build modes. more
- Fixed that pipe connections of different connection categories could cause entity to flip incorrectly. more
- Fixed a crash with PlaySoundTriggerEffectItem with distance limits when destroyed due to previous dying trigger effect. more
- Fixed inserter would incorrectly consider some assemblers as full when a recipe was changed while assembler had fluid product overload. more
- Fixed that trains with a temporary station in their schedule showed in "Trains with this stop" list of an unnamed train stop ghost. more
- Fixed inserter control behavior not updating stack size when selecting different signal. more
- Fixed that environment sounds could get stuck at lower volume when switching to remote view while travelling to/from a space platform. more
- Fixed a crash when ammo spoils in cars or spider vehicles. more
- Fixed a crash when mods would create surfaces during built events on space platforms. more
- Fixed technologies with craft fluid trigger would queue themselves while dependencies are not met and fluid is produced. more
- Fixed a crash when migrations remove a lighting attractor. more
- Fixed a crash when mods error during ghost revival. more
- Fixed transparent tile sprites on aquilo.
- Added missing Lua defines for cargo landing pad logistic points. more
Scripting
- Added LuaEntity::send_to_orbit_automatically read/write.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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