
Factorio 2.0.77 Patch Notes (21st May 2026)
Factorio 2.0.77 lands with a pile of crash fixes, a nasty rocket silo bug resolved, and a small but useful scripting addition for mod authors.
Twenty-plus fixes in a single patch is a solid day's work, and 2.0.77 dropping today is a reminder that Wube's post-launch support pace hasn't slowed down. Most of this update is crash elimination, which is exactly what you want to see from a live game.
The headline fix for survival players is the rocket silo correction: previously, the silo could launch satellites even when the cargo landing pad wouldn't have room to hold the launch products. That's the sort of bug that wastes resources in ways that are hard to diagnose mid-session. Also fixed are inserter logic issues around stack size signals and recipe changes with fluid product overload, both of which could cause silent inefficiencies in complex factory builds without any obvious error to trace.
On the scripting side, mod authors get LuaEntity::send_to_orbit_automatically as a new read/write property, plus the missing Lua defines for cargo landing pad logistic points. Small additions, but the kind that unblock mod features that were previously awkward to implement. The Mods GUI also now surfaces a proper error instead of restarting the game when dependency conflicts are unresolved, which should save a few headaches.
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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