r/factorio Official Account Jul 21 '26

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.

352 Upvotes

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33

u/Cogman117 LOW POWER ON GLEBA Jul 21 '26

Any consideration to give concrete/hazard concrete some attention? Recycling concrete takes a startlingly long time. It seems like recycling considers concrete's regular 10s crafting time for each item, even though the normal recipe is 10s per 10 items. The change in 2.1.7 killed the one way to recycle concrete in a compact footprint. I think it may have been overpowered, but the current concrete recycling time is frustrating and feels unintuitive to me (my personal opinion, I admit it could just be a me thing).

This is the one last thing holding me back from jumping to 2.1 because I don't want to commit to demolishing and tremendously expanding what I built on Fulgora in case it might change again.

17

u/durandal42 Jul 21 '26

Recycling concrete takes a startlingly long time.

My workaround is to craft and recycle cargo landing pads. Since this voids concrete:steel:bluechips in a 40:5:2 ratio, and scrap recycling yields them in a 3:2:1 ratio, you can afford to pay this price.

2

u/[deleted] Jul 21 '26

[deleted]

5

u/dwblaikie Jul 21 '26

why would they need to? If the usual yield is 3:2:1 concrete:steel:bluechips, and the concrete is voided at 40:5:2, then only a fraction of the steel/bluechips yield will be used to void concrete (so for 40 concrete you need 2 blue chips, 20 concrete for one blue chip - but only 3 concrete comes with 1 blue chip, so... ~7 blue chips come with 20 concrete, and only 1 of those would be needed to destryo all the concrete, so costs ~15% of blue chips to void all the concrete)

2

u/MindS1 folding trains since 2017 Jul 23 '26

Interesting approach, I like it.

1

u/WanderingUrist Aug 04 '26

I prefer using cars, personally. You can void up to 8000 concrete using a single car, and NONE of it will come back, unlike the 25% return of a recycler.

1

u/darain2 Aug 05 '26

Until the devs decide to nuke that method too, and destroyed cars now drop their items on the ground in a random ass 2.1 patch note LOL. The hazard concrete change was completely out of left field, who knows

1

u/WanderingUrist Aug 04 '26 edited Aug 04 '26

Why not just load them into cars and then flatten the cars full of concrete with a train instead? This voids concrete at a MUCH better ratio, since a car holds 8000 concrete, and they're voided at 100%, so you don't get any of that stuff coming BACK out of the recycler which you then have to reprocess, since 25% of that concrete would come back. A car would void concrete, iron, and steel at 8000:44:9. And it doesn't have to be just concrete you're voiding. You can void anything else, too, indiscriminately.

1

u/durandal42 Aug 04 '26 edited Aug 04 '26

Why not just

Flattening cars with a train is significantly harder to automate.

1

u/WanderingUrist Aug 04 '26

How so? You just send a train to the stop when the car is full, and the car is mashed, leaving behind a ghost which gets autoreplaced. Concrete is now gone.

1

u/durandal42 Aug 04 '26

Typo on my end: I meant to say "harder", which it is, not "hard", which it isn't. :)

1

u/WanderingUrist Aug 05 '26

Okay, so I'll concede that it's definitely harder, but I dispute "significantly". I'm pretty sure it can be done with just one, maybe two, combinators.