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Get Factorio 2.0.77 for Mac

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Version 2.0.77 landed as a tidy housekeeping update, squashing a handful of stubborn bugs that could trip up a busy factory. Inserter deadlocks that brought production to a silent standstill are gone, rocket silos no longer jam at the worst possible moment, and cargo pods behave themselves instead of clipping through the scenery. A few rare crashes got patched out, too, so those hundred-hour saves feel a little safer.

A typical evening on the ground

  • Hand-mining the first iron. You start with a pickaxe, a patch of ore, and a quiet planet. The first few plates go into a stone furnace by hand.
  • Stringing the first belt. A yellow transport belt creeps from a burner miner toward a furnace. When it works, you feel it — your first automated process.
  • Pulling up the map to re-think everything. Copper is way over there, and biters are getting curious. You spend ten minutes just staring, moving ghost images of assemblers around.
  • Wiring an inserter that matters. A long-handed inserter finally feeds green circuits into the right machine, and a bottleneck you fought for an hour disappears.
  • Defending the perimeter. Turrets go up along the north wall. You reload them by hand while research chugs toward better ammunition.

Losing track of the clock

Minute to minute, you toggle between big-picture logistics and tiny corrections. You'll tear out a whole copper smelting column because you saw a better layout on the map, then spend twenty minutes rerouting belts around a lake. The built-in map editor and mod support mean the world keeps bending to your taste long after the first rocket launch. Multiplayer pulls a friend into the same trance, each of you silently fixing what the other broke. It's the kind of game where you look up and realize the sun set hours ago.

What 2.0.77 tidied up for everyday play

The headliner fix in 2.0.77 targets a frustration anyone with a sprawling base knows: inserter deadlocks. Before this patch, certain belt arrangements would freeze an inserter mid-swing, and you'd only catch the silence minutes later when science packs stopped flowing. That particular gremlin is gone now. Rocket silo deadlocks got the same treatment — no more staring at a finished rocket that refuses to load while your satellite sits in a chest three tiles away. The cargo pod clipping fix is less dramatic but welcome; pods now land where they should instead of sliding through assembler buildings on cramped space platforms.

On the modding side, the new Lua prototype reads for quality-related values and entity properties give script creators finer hooks. If you run mods that tinker with fluid colors or belt-stack behavior, this update quietly makes them more predictable. A handful of crash-on-edge-case fixes round it out — the kind you might never hit in a hundred hours, but the kind that matter when you do.

Turn Off Enemy Expansion So Cleared Nests Stay Dead

  • Disable enemy expansion. Under the map generation tab, unchecking enemy expansion means cleared nests stay cleared. Your walls need attention, but you won't lose an outpost because biters crept back while you were busy with oil processing.
  • Richness and size, not frequency. Crank resource richness to 200% and bump size up a notch. Fewer, richer patches force interesting rail and outpost decisions without making early-game ore a chore.
  • Research queue always on. In interface settings, flip the research queue to "always." When you've got five labs running and ten things to unlock, queueing them prevents that dead-air moment where labs sit idle.
  • Show inserter arrows in alt-mode. Toggled from the shortcut bar or settings, inserter direction arrows turn dense assembly lines from inscrutable chaos into something you can debug at a glance.

An evening session, step by step

It's 8 p.m. and you load into a save where red circuits are the bottleneck. You open the production graph and confirm what your gut told you: plastic is the real culprit, not the assemblers. Oil processing sits two screens away, so you grab a train and ride out. One pumpjack is dry, another is pumping at 20% of its original yield. You stamp down six more pumpjacks on a fresh field, run pipe to the main line, and switch the heavy-to-light cracking ratios while you're there. Back at the refinery, you notice three chemical plants are starved for input because a single underground pipe segment got rotated the wrong way two sessions ago. You fix it, watch plastic surge back to full, and suddenly red circuits move again. It's 11:30 p.m. You haven't launched anything new. Everything runs better. That's the session.

Questions I actually get

Does this version run on Apple Silicon Macs?

Yes, it includes native support for both Intel and Apple Silicon Macs, and the build was tested on macOS Tahoe with an M4 Mac mini.

Can I use mods with the standalone version?

Absolutely. Just place mod folders into ~/Library/Application Support/factorio/mods and they'll be ready to enable in-game.

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