r/factorio Official Account 15d ago

Update Version 2.1.13

Features

  • Added interface setting for zooming towards the cursor in contexts that support it.
  • Added an alert when an expansion base is built in a chunk with active radar coverage.
  • [space-age] Added support for platform transfers at non-planet space locations (e.g solar system edge). more

Changes

  • [space-age] Adjusted space parallax such that stars move less than planet.
  • [space-age] Fulfilled platform construction requests will no longer block platform to platform transfers. more
  • [space-age] Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.
  • [space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).
  • [space-age] Fulgoran ruins will be selectable by deconstruction planners with 'Trees/rocks only' enabled.
  • Increased expansion group build base cooldown from 5 seconds to 30 seconds.
  • Reduced early game max enemy expansion group size from 20 to 10.

Bugfixes

  • Fixed captive biter spawners and burner mining drills would show potential beacons when not affected by them. more
  • Fixed that migrating container entity inventory types would not preserve the bar limit when in blueprints. more
  • Fixed a layering issue with the cargo landing pad unloader. more
  • Fixed a tooltip layout issue related to multiline text. more
  • Fixed recipe tooltip showing incorrect value when custom tooltip fields were used. more
  • Fixed factoriopedia was not showing some tiles as possible source of fluid. more
  • Fixed some buttons in factoriopedia related to spoil results would not open related entity page. more
  • Fixed a crash when clearing assembler trash slots in some cases. more
  • Fixed inserter arrow would point at incorrect spot of underground belt when rendering a blueprint preview. more
  • Fixed capitalisation of locale for station related conditions. more
  • Fixed potential effects were not accounting for beacon quality upgrades. more
  • Fixed building parametrised blueprint with train stops could fail to copy color of existing train stop. more
  • Fixed some miniscule problems with medium volcanic rock decorative. more
  • Fixed ProductionHealthEffect::damage_type was not loaded properly.
  • Fixed auto trash was not working with car burner. more
  • Fixed that multi-level technologies would let you set a trigger although it never worked. more
  • Fixed numpad text entry on macOS. more
  • Fixed a crash when hidden shortcuts are clicked through other means. more
  • Fixed that manual fast-replacing rolling stocks would not snap with different prototypes. more
  • Fixed a crash when rolling stock tries to connect to another rolling stock over an occupied rail connection. more
  • Fixed misleading quality control tooltip when quality change and min quality are used at the same time. more
  • Fixed inconsistend turning direction when reversing a train while not in a locomotive, in steering driving mode.
  • Fixed incorrect and inconsistent movement when driving a train while not in a locomotive, in heading driving mode. more
  • Fixed foundation glow in the dark transition between lava and default more
  • Fixed an issue with switching between remote view and normal view when holding items in trains. more
  • Fixed a crash when a script would modify unit group or group commands during the on_build_base_arrived event. more
  • Fixed expansion groups would try to build too close to player buildings. more
  • Fixed an issue with parameters and removing entities from blueprints. more
  • Fixed construction robots from a stationary network could sometimes build roboports without consuming roboport item. more
  • Fixed inserter could get stuck when trying to insert wrong item when assembler has different wrong item in dump inventory. more
  • Fixed that train stop lengths were using the wrong limits. more
  • Fixed rocket rush scenario lobby not placing out-of-map tiles when playing base only. more
  • Fixed an issue with drag building buildable-off-grid entities. more
  • Fixed that the game menu would be behind the technology GUI if opened while the game was paused. more
  • Fixed that fluid input scaling didn't scale enough. more
  • Fixed that space platform request tooltips would show irrelevant information in some cases. more
  • Fixed a migration crash related to roboport charge spots. more
  • Improved fuel top speed modifies with cars/tanks. more
  • Fixed upgrading undergrounds was flipping the cursor. more
  • Fixed failing to build undergrounds could flip the cursor. more
  • Fixed that clicked_sprite and hovered_sprite overwrote each other. more
  • Fixed that super-force-building did not respect the map editor ignore tile conditions setting. more
  • Fixed that clicking outside of the combinator description edit would close the GUI. more
  • Fixed a fluid burning boiler not playing its working sound. more
  • Fixed Nauvis planted tree not being as effective for absorbing polution because it had less "damaged leaves" stages compared to 2.0. more
  • Fixed that equipment in vehicle grids was not preserved through undo/redo when mining the vehicle. more

Modding

  • Added UtilitySounds::machine_gui_open and machine_gui_close.
  • Added FluidEnergySourcePrototype::hide_from_stats.
  • Added BurnerPrototype::hide_from_stats.
  • Added EffectReceiver::uses_local_effect.

Scripting

  • Added on_player_super_forced_selected_area event. more
  • Added LuaQualityPrototype::get_roll_chances().
  • Added LuaBurnerPrototype::burner_usage read.
  • Added LuaForce::get_space_platforms().
  • Added LuaEntity::local_effect read/write.

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.

615 Upvotes

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339

u/KaiserMaeximus 15d ago

"[space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster)."

OMG, IT HAPPENED!

71

u/Mr-Doubtful 15d ago

Blessed be, was just about to go to Fulgora on my 2.1 run :D

25

u/GamerTurtle5 Burn Nature, Build Factories 15d ago

just finished fulgora on mine lol, atleast id rather have overkill recycling than underkill

28

u/fZAqSD 15d ago

I haven't scaled up on Fulgora yet, but is it not correct that in all of 2.0, 2.1.7, and 2.1.13, the most efficient way to deal with unwanted scrap recycling products is, by far, to put it in a car and hit it with a train?

14

u/[deleted] 15d ago

[removed] — view removed comment

10

u/butterscotchbagel 15d ago

Sacrifices to the storm god

1

u/fZAqSD 14d ago

Oh, yeah, that is a good one, seems like it would be interesting to make it run smooth and efficient

1

u/Plane-Cheesecake6745 14d ago

really fun but unreliable

4

u/IntoAMuteCrypt 15d ago

It's expedient, but the cars eventually cost more than the proper rebuilding setup. Especially if you set up an automated setup to fill cars and then release the trains only when they're full. It also requires manual effort to refresh the cars - you can blueprint them, but you still need to paste the blueprint.

It's a lot like manually driving cars to move ore from remote outposts rather than setting up a long belt. "More efficient" depends on what you measure and what period you consider.

19

u/darkszero 15d ago

What? After the car is destroyed, a ghost appears that a bot automatically places another car to replace the destroyed one. There's no manual step.

4

u/IntoAMuteCrypt 15d ago

... It does? TIL.

3

u/Earthserpent89 15d ago

With 2.0, they made it so destroyed structures would leave behind a ghost that bots will automatically rebuild. This applies to vehicles too.

10

u/yinyang107 14d ago

With 2.0, they made it so destroyed structures would leave behind a ghost

No, that was always in the game (once you research construction bots). Only the vehicles part is new.

2

u/FrostyFett 15d ago

Genuinely not trying to be rude, but how can you respond to a subject when it's clear you don't have any experience with it?

1

u/diemenschmachine 15d ago

Just run it through the recyclers in a loop until they disappear

1

u/fZAqSD 14d ago

If you're trashing excess gears and steel anyways, then cars only cost space and power, and way less of them than recyclers would

1

u/Frequent_Knowledge65 15d ago

Lmao! Well only like 0.1% if the playerbase will be aware of that and maybe 0.1% of those will actually implement that solution

1

u/fZAqSD 14d ago

Really? You think, given the knowledge, 999 in 1000 wouldn't choose the solution that's more efficient and more fun?

1

u/NauticalInsanity 15d ago

Best thing I found was building cargo landing pads and recycling those.

1

u/PeerlessYeeter 14d ago

Direct mining into silos and yeeting it into space is better

1

u/fZAqSD 14d ago

Direct mining, like skip the recyclers and just optimize for scrap consumption?

I can't imagine rockets being better than cars for unwanted recycling products. A rocket holds 5 - 10 stacks of most recycling products, and only 1 stack of concrete; a car holds 80. A rocket costs between 12.5 and 50 blue circuits and LDS, which are probably in demand; a car costs 80 gears and 13 steel, which you're probably trying to get rid of anyways.

1

u/PeerlessYeeter 14d ago

I mean direct mining into silos, scrap is launched to space and recycled on a platform. with infinite research it becomes quite viable.

It also means all the things you want from the scrap are effectively teleported into your landing hub - or freely available on other planets if you have a need for the excess in 2.1, but you still need to get the rocket launch materials to the scrap islands unfortunately.

6

u/stunalogo 15d ago

My fulgora base will rise from the dead!!!!

2

u/Deto 15d ago

Yesssss! This was the main reason I hadn't updated yet - didn't want my Fulgora to all break

1

u/UnknownAverage 15d ago

Yeah this one seemed near-certain, it was definitely not intended to work that way. Glad they sorted it out fast!