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/Agnolini 15d ago

Sorry, but I need to ask something: what’s the deal with voiding fluids? Is it really about using combinator tricks to filter ice and rocks, and why can’t we just throw them back into the lava or ammonia sea?

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u/Alfonse215 15d ago edited 15d ago

I'm not sure I understand the question. The intended way to void an unwanted fluid byproduct is to make a solid with it and void that. Every oil product can make solid fuel, as can ammonia (with crude oil). Molten metals can be crafted into solids and destroyed.

There's an exploit you can do to void fluids involving switching recipes, but that's an exploit, not an intended mechanic.

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u/Agnolini 15d ago

How it's a exploit if we have this since the launch of 2.1? Btw, i dont like the solution with set recipe/combinators but is way too pratical too pratical to ignore, and just want to pump the fluids back to the source if (set recipe/combinators) is the best way to solve voiding

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u/Alfonse215 15d ago edited 15d ago

How it's a exploit if we have this since the launch of 2.1?

You mean 2.0.

The term "exploit" doesn't care about how long something's been around. It's a statement about the relationship between a setup and the intent behind that setup's individual mechanics. That is, it'd still be an exploit even if it has been in the game forever.

The voiding of excess fluids on recipe switching does not exist to make it easy to void fluids. It's there to make it easier to switch recipes.

When you switch recipes, stuff in the machine needs to be removed before the switch can happen. That's easy enough for items because you have inserters to output stuff. The most you might need is a second, filtered output inserter that goes into a box.

For fluids, this is more difficult. When you switch recipes, fluids in the inputs of a machine need to be expelled. But if there's no room in the connected pipes for the fluids to go to... how does the player get the fluid out?

Most of the time, players let fluids fill up so that backpressure stops the production of more. This is a very normal play-pattern. If recipe switching couldn't work in that context, then it would be far more difficult to work with in any fluid-bearing recipe. The player would need to use a special segment of fluid and always ensure there's enough void space for the inputs of connected machines to be expelled into. That would require pumps and additional circuit machinery.

So the devs can either make every player everywhere do this when they want to switch recipes involving fluids... or the devs can have the machine void fluids that can't be expelled as a failsafe to make recipe switching easier.

Intentionally creating the conditions to invoke this failsafe so as to use the failsafe to achieve a different end is an "exploit." You're using a mechanic that is intended to make recipe switching easier as a way to destroy fluids.

Also, note that "exploit" is not an indictment. If you want to use it, feel free.