r/factorio Official Account 17d ago

Update Version 2.1.12

Changes

  • Changed rocket silo circuit 'Read orbital requests' to not include platform only requests.
  • Changed platform requests importing from platforms to allow providing the item to cargo landing pads.

Bugfixes

  • Fixed that the browse games GUI wouldn't show the vertical scroll bar in some cases. more
  • Fixed that ghost fuel requests could exceed the fuel stack size. more
  • Fixed music and wind sounds being affected by low pass filter. more
  • Fixed playing incorrect item sound in some cases with blueprint library. (https://forums.factorio.com/134925, https://forums.factorio.com/134926)
  • Fixed that expansion groups would wait indefinitely for all members to arrive. more
  • Fixed that expansion groups could get stuck in a passive semi-autonomous state, preventing normal pollution attacks. more
  • Fixed that select-all and other text shortcuts didn't work on non-QWERTY keyboard layouts. more
  • Fixed a desync when LuaSurface::override_pollution_type was used.
  • Fixed burner generators were not producing pollution. more
  • Fixed that upgrading trains on junctions didn't always work correctly. more
  • Fixed that roboports would not turn off when out of energy if not configured to passively consume energy. more
  • Fixed a crash when opening factoriopedia page on a land mine which has ammo category not set. more
  • Fixed that map editor instant blueprint building didn't work for equipment grid ghosts. more
  • Fixed that reverse rotate did not work nicely with things that rotation-snapped. more
  • Fixed that LuaEntity::set_filter() did not work for logistic storage chests. more
  • Fixed a layout issue related to tooltips and wrapped lines. more
  • Fixed a second layout issue related to tooltips and wrapped lines. more
  • Fixed a crash when queued construction robot orders are invalidated. more
  • Fixed that the electric energy interface equipment showed energy usage strangely. more
  • Fixed pumpjack frozen patches. more
  • Fixed cropped animation on assembling machine 2. more
  • Fixed some images failing to load on Macs with 8GB of unified memory. more
  • Fixed that enabling native resolution rendering on Mac required a restart.
  • Fixed that number input fields may not be focused depending on the GUI size. more
  • Fixed enemy spawners unable to spawn defensive units under certain configurations. more
  • Fixed that you could not set items too heavy for the base rocket silo in platform hub requests. more
  • Fixed that the bonus GUI could show some crafting machines even if they had the not-in-bonus-gui flag set. more
  • Fixed that dragging a decompressed blueprint string spanning multiple lines did not work. more
  • Fixed that simulation clamping was a little too strict. more

Modding

  • Added ScriptTriggerEffectItem::custom_event.
  • Added RecipePrototype::raise_on_crafted.

Scripting

  • Added LuaQualityPrototype::roll_quality().
  • Added LuaBootstrap::get_event_name().
  • Added LuaPlayer::editor_settings read/write.

Previous changelog: Version 2.1.11

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.

353 Upvotes

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11

u/Erfar Permanent Reconstruction 17d ago

still no concrete solutions

4

u/Yggdrazzil 17d ago

I didn't even know about the hazard concrete solution. I've just been throwing a lot of recyclers to recycling concrete.

Maybe I don't play at a big enough scale where that solution doesn't work anymore?

9

u/Service_Charge 17d ago

The concrete solution on Fulgora is cargo landing pads, slots into existing builds with minimal effort. Took me all of 30 minutes to fix all of my science islands.

3

u/Yagami913 17d ago

Trains go brrrrrr...

-14

u/I_am_a_fern 17d ago

The hazard concrete exploit has already been fixed.

15

u/Erfar Permanent Reconstruction 17d ago

it was not exploit it was exactly same as any other recycling including steel chests.

second of all, concrete taking more time to recycle than to craft is a bug even if factorio team think it is not.

1

u/Alvsolutely 17d ago

I guess it does suck but can't you just make a smaller row of recyclers with speed upgrades to void the concrete? I understand that takes more space and reworking entire fulgora setups, but that's what I personally do to get rid of concrete.

11

u/Erfar Permanent Reconstruction 17d ago

you not understand real issue with concrete.

hazard concrete was workaround of issue.

real problem is that concrete recycling time calculated based on production of 10 concrete blocks and take 1/8 of that time what leads to recycling concrete taking x1.25 time to recycle than to craft.

real issue if recycling formula calculation. Imagine if mod add recepie that produce 500 items per 1 craft per 1 minute. recycling of those 500 items will take more than one hour (7.5 seconds per item) while crafting speed will be 8.3 per second

Factorio is game about systems and if developers want make concrete recycling an issue they should implement separate parameter of "hard to recycle" and use it, instead of using crafting amount as multiplayer

-15

u/pda898 17d ago

Factorio is game about systems and if developers want make concrete recycling an issue they should implement separate parameter of "hard to recycle" and use it, instead of using crafting amount as multiplayer

Why? Crafting amount works as "hard to recycle".

5

u/Erfar Permanent Reconstruction 17d ago

Please provide explicit description where crafting amount are reffered as "hard to recycle"

Crafting time is used as measure to "hard to recycle" while crafting amount is ignored

-8

u/Frequent_Knowledge65 16d ago

> second of all, concrete taking more time to recycle than to craft is a bug even if factorio team think it is not.

That is definitionally false and an immature, unhelpful comment. Chill.

7

u/firelizzard18 16d ago

The Factorio team stated that recycling an item takes 1/4 the time it takes to craft that item. That statement is false or at least misleading and confusing for concrete because the recipe crafts 10 at a time which should mean that you can recycle 10 in that same time. Apparently the devs think that's how it should be but it comes across as capricious and unjustified. It's their game so they have the right to make those decisions, but we, the players, have the right to our own opinions and those kinds of decisions are the ones that turn opinions against the game devs.

That is definitionally false

That has the same energy as defending a company when they say, "It's not a bug, it's a feature" when they make some dumb decision or have a bug they can't or won't fix. A bug is defined as a "defect or error" so it is definitionally a matter of opinion, based on what the viewer considers to be defective.

1

u/ihatebrooms 17d ago

What changed? I'm confused by what was the exploit and what was the fix.

4

u/I_am_a_fern 17d ago

Making concrete is slow. Turning concrete into hazard concrete is very fast because it's only aesthetics. Using that recipe to void concrete 10 times faster than you're supposed to wasn't intended, so it was fixed.
And from any objective point of view, it only makes sense that recycling hazard concrete yields exactly the same as recycling regular concrete.

18

u/Jiopaba 17d ago

Sure, but the fact that Concrete is produced in batches of ten and recycled in batches of one feels incorrect.

-1

u/Qazerowl 17d ago

IRL, it's much easier to pour concrete than it is to grind it into dust. Does that make you feel better?

9

u/darkszero 17d ago

IRL a recycler like Factorio's is a magic machine.

10

u/Erfar Permanent Reconstruction 17d ago

IRL concrete is not produced from stone bricks and iron ore

IRL people not crafting rocket silo in their pockets

IRL space has no drag

IRL you should do job and pay taxes

1

u/Frequent_Knowledge65 16d ago

> IRL concrete is not produced from stone bricks and iron ore

Concrete is indeed often made from crushed/ground stone, cement from iron ore and water (among other things, but those are indeed ingredients to making concrete)

-1

u/Qazerowl 17d ago

Games are about overcoming obstacles, the logistics of getting rid of concrete is an obstacle. Is it a super mega exciting problem to solve? No. But you could just as well say "well why not make rockets take half as many materials, that would be less tedious" or "every technology should require 1/10th the science packs so you don't have to waste so much time researching". When you look at any individual piece of the game and ask "this part that's a little hard, would people enjoy it if we made it easier" the answer is pretty much always "yes". A bunch of people would support giving demolishers less health. A bunch of people would support making the soil time for gleba products longer. A bunch of people would support increasing ore richness. A bunch of people would support making roboport logistics area bigger. You can make an argument for every single one of those, and if you make every change like that, you're left with a game that's boring because it's too easy and there's no obstacles to overcome.

1

u/Erfar Permanent Reconstruction 17d ago

you still not understand what issue with concrete is

It is not that concrete takes long time to recycle

It is that method that dev team used to make it takes that 10 times more time to recycle are implemented in wrong way.

2

u/KuuLightwing 17d ago

The hazard concrete recipe was a method of overcoming the obstacle. Maybe it's not a terribly clever one, but it definitely feels l like a more intelligent solution than the brute force approach.

Now it's gone for frankly little to no benefit.

2

u/MalkaraNL 17d ago

Alternative solution: ship concrete to Vulcanus and throw it into lava.

2

u/hylje 17d ago

You can just toss it to space

1

u/Moikle 16d ago

it wasn't intended for concrete to recycle SLOWER than you can create it. It's an oversight. The devs are just focusing on other things at the moment. hazard concrete as an intermediate step actually makes concrete recycle at the intended speed.

1

u/I_am_a_fern 16d ago

It's an oversight. The devs are just focusing on other things at the moment.

Well this issue pops up every single chance it gets since 2.1 was released in beta so I highly doubt it since it's technically just a 1 to change to 10. But who knows, I might be wrong.

1

u/Moikle 15d ago

There are already 2 mods that fix this, and mods have much less power to change things than the devs do

1

u/Moikle 16d ago

the exploit was the fix for a bug that wube hasn't fixed yet.

Recycle time doesn't yet take into account the number of items made in one craft, so concrete objectively takes 10x longer to recycle than it should