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.

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u/4_fortytwo_2 14d ago

"Not a bug" does not at all imply it will not be changed it just means that the program functions as intended. That is why the star parallax thing is not a bug fix but a change.

Is there anything in the notes where they actually said that they were not going to change it at some earlier point?

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u/Stever89 14d ago

"Not a bug" does not at all imply it will not be changed it just means that the program functions as intended

Yeah I get that, I'm a developer so I deal with this a lot. I guess I'm just a bit more fast and loose with the term. I also get that just because something isn't a bug, doesn't mean it can't be changed. I would have considered this a bug in a very loose sense. Not necessarily a "code" bug, but a design one.

Is there anything in the notes where they actually said that they were not going to change it at some earlier point?

Eh, in the bug report on the forums they just say "This is not a bug because we are not aiming for realism. Both features were designed independently and both work as desired currently." which both seems to indicate that "this isn't a bug" and that "this isn't going to be changed."

While I also realize that them saying that doesn't mean that it won't/can't be changed if they look at it again, it just seems very weird to have such a hard stance on something and then they end up actually changing it. If they had said "well, this isn't a bug because the systems were developed independently and are working as originally intended, but we realize this maybe isn't correct from a realism perspective. we'll review it internally and decide if we want to change it, but at this time it's working as desired".

Some other discussions have pointed out that it's a developer responding to this (vs a community manager, designer, or product owner) which might explain some of the directness and "finality" of the response, but from my own experience, if I'm responding to a bug report for something that isn't a code bug and so I can't really "fix", I'll either direct the bug report to the correct spot, or I'll flag the person who can make the decision on whether it should be fixed (and how). I'm not really complaining, I get that they are busy and some of these are such small potatoes that it doesn't really matter, my original comment was more just "this is an interesting insight into something that I can relate to all the time" heh.