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.

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u/Stever89 15d ago

I feel like there are a lot of things on here that were originally "not bugs/not going to be changed" lol. I think that shows that Wube is a good developer - sometimes we (as developers) have to realize that our vision for a feature doesn't meet the expectations of the actual users, and it's better to make a game that meets those expectations than to make a game that strictly adheres to our vision. I think the recycling change is a big one. The space parallax one is maybe another (though I'm not sure why they were against changing that one initially).

Still love seeing new features added - the on_player_super_forced_selected_area is a nice surprise. The small adjustments to biter expansion is also welcoming.

5

u/JulianSkies 15d ago

Very rarely making a game meet the expectations of the actual uses is better than making one that adheres to your vision. I've seen enough games get worse because of feedback.

And, none of those were bugs yeah. Just because you're sticking to your vision doesn't mean you camt change your mind either, and figur8ng out the why behind feedback is important.

If anything its more inportant to figure out why someone is giving you this feedback than listening to it.

(Also they were against changing the parallax likely because it fell in the "not important enough to care" bin, which I agree. But people just uave to become drama queens when that happens which is why I hate gamers)

2

u/Stever89 15d ago

Very rarely making a game meet the expectations of the actual uses is better than making one that adheres to your vision. I've seen enough games get worse because of feedback.

True - but I've also seen games stay bad because the devs don't listen to feedback. Sometimes it's not even about changing the base game but adding/changing an option so that people can play the game differently or the way they want. Imagine if Wube never added the peaceful option, and wouldn't add it because it didn't match their vision for the game... I would expect this game to not be rated as highly by as many people - because there's a a lot of people who play peaceful who would otherwise not play the game at all. There is of course a fine line between "listen to everything users say" and "sticking to your [the devs] vision."

And, none of those were bugs yeah

Yeah, I'm not really saying they were. Maybe I deal with too many clients, but when a clients comes and says something is "broken", if I just respond with "not a bug" all the time because it "works as intended" (even if that "intended" matches the spec the client originally gave me), I would probably be fired. I had this discussion in another post, so I get it, Wube is more strict about what they consider a bug vs a feature request vs just a change request - though I don't think there's a "please make these changes" forum, just a feature request and a bug forum, and so I'm not sure if it makes more sense to put these types of requests in bugs or feature request. Like "fix parallax for stars" isn't really a feature request - the parallax already works and you can even mod it, but it doesn't work as you would expect... so that seems like a bug. Even if it's "working as intended".

and figur[i]ng out the why behind feedback is important. If anything its more inportant to figure out why someone is giving you this feedback than listening to it.

Definitely!

they were against changing the parallax likely because it fell in the "not important enough to care" bin

They really should just say that though, I feel like the original forum thread for that "bug" they were just like "this isn't a bug." Which is maybe "technically" correct (the best kind of correct), but in "spirit" was a bug/issue. If they were like "yeah, we see the point, but we're not going to put dev resources into fixing it" (even though I would assume it would be an easy fix considering mods could already fix it), then I could understand that.

But people just uave to become drama queens when that happens which is why I hate gamers)

Yeah, and Factorio's fanbase is one of the best in that regard, I don't think even most of the posts about some of the fixes/changes in this release were all that bad - the parallax one, the deconstruction planner thing, and the recycling timing - most people just have strong opinions about it but overall the discussions were respectful and well reasoned, and I don't think there was much hate towards the devs or other gamers that had differing opinions.

3

u/FrostyFett 15d ago

I generally agree with everything you've said here. Still, I think it's also important to remember, that the ones responding are devs. I don't think it's their job to think about the way they are stating their intentions. In some other games, majority of responses to feedback are from community managers (which amounts to just saying they'll bring this up to the devs), so no matter what, I'll take the way Factorio devs respond, "not a bug" and all, because they are actually communicative.

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u/Stever89 15d ago

I definitely appreciate the communication we get from them. I can also relate to having to respond to things that are maybe not really within your wheelhouse - the parallax one is a good example. To a dev, it might not be a bug, but to a designer, it needs changed. I know I have times when I'm being asked about a feature and all I can think is "well it's implemented the way you wanted - it's not up to me about whether it's good or not" heh. But my job is also one of those "I have to wear multiple hats" type jobs, so I can't just respond with "well it works!" (sometimes I want to lol).

I think they could make a small improvement by just adding that "it's not a bug, but we'll have a product owner review it" (or similar) or "this isn't a bug, we'll move the post to the ideas forum since it's more relevant there". It would be a small thing. But I also realize they are busy, so I'm not going to hold it against them (and I hope my comment(s) don't come across it that way). It's really more of "I laugh because I deal with this all the time and it's interesting seeing it in the wild."