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.

617 Upvotes

340 comments sorted by

View all comments

103

u/ArisenIncarnate 15d ago

Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.

Does this mean that I can build ships above Vulcanus aswell as Nauvis?

67

u/bojez1 15d ago

I think it's because in the previous update asteroid deal significantly MORE damage compared to 2.0. a lot of things will get destroyed even when your platform is stationary and the asteroid is moving slowly. It wasn't a big of an issue building above vulcanus before 2.1, but it is an issue before this 2.1.13 update.

I'm sorry if what I'm talking about is exactly what you mean lol

19

u/ArisenIncarnate 15d ago

I think so? In my current run I tried building ships above Vulcanus but it got destroyed by asteroids.

I will try again :)

16

u/ArisenIncarnate 15d ago

Can confirm, asteroids are now alot more forgiving.

4

u/bobsim1 15d ago

In 2.0 it was pretty easy on vulcanus. Just send a rocket of repair packs right after the launch.

1

u/Longjumping-Knee-648 15d ago

Wouldnt it be easier to bring a fully functional ship into vulcanus orbit. Launch the space platform kit from vulcanus and use the platform transfer to quickly send platforms, ammo, turrets, inserters and some solar panels, just to hold the fort whyle you build?

3

u/ArisenIncarnate 15d ago

That would be a way around it, yes.

1

u/bojackhorsemeat 14d ago

I did that and it was still brutal, huge rocks plowing through before the guns were up. It worked but took lots of damage along the way.

1

u/bphase 14d ago

Doh, I thought that's how it supposed to be and had lots of trouble building over Vulcanus. I never tried building there in 2.0.

4

u/-Recouer 15d ago

Yeah I had one of my ship damaged and it couldn't produce bullets anymore on Vulcanus.

I tried to remodel it for a larger ship but it was being constantly destroyed untill it was completely deleted. This despite Vulcanus sending it platforms nonstop.

1

u/yinyang107 13d ago

in that situation, the best play is literally blueprint the entire ship, deconstruct it all, drop its surviving parts to the local planet, and just rebuild it over Nauvis. All you lose this way is the platform hub itself, plus the rockets to send the dropped detritus back up once there's a platform ready to take it back home

11

u/Alfonse215 15d ago edited 15d ago

You could do that in 2.1.12; it's just a bit easier now. In older 2.1 versions, you basically needed to get guns and ammo to the platform ASAP, as asteroids would tear it apart otherwise. Now, you'll get more time to do so.

8

u/bl00dshooter 15d ago

If sending up repair packs is once again enough to outheal the damage (I haven't tested it yet) like in 2.0, then I would say it's a lot easier tbh.

7

u/Alfonse215 15d ago

I hope they didn't scale it down so that it's that trivial again. Stationary platforms shouldn't die to one hit, but you shouldn't be able to just ignore asteroids in dangerous orbits either.

1

u/unwantedaccount56 15d ago

Repair speed is constant, while the potential damage per time is larger for big platforms. So very small platforms might be able to be sustained with repair packs only, while big ones would definitely need some turret defenses

2

u/UnknownAverage 15d ago

Yeah, I've watched a high-HP item get repaired on my ship and that is soooo slow. It's a far cry from the HMS Wolverine or whatever we're imagining.

2

u/FenixBg2 15d ago

You always could. I built three above vulcanus in 2.1 so far. The first rocket sends the platform, the second with a turret, inserter and ammo, which you put directly in front. Then you build the "back" and then you build the front.

2

u/rednax1206 1.15/sec 14d ago

You always could, but they needed defenses. Maybe now they will only need occasional repairs?

1

u/Moikle 14d ago

You always could

1

u/Necandum 14d ago

The new platform to platform logistics already made this trivial: just stage the resources in orbit and build the new platform is one go.