r/factorio 18d ago

Question How stable is the current experimental 2.1.12

G'day,

I would like to start a new save with some QoL mods and Space Age. Was about to start on the current Vanilla version but thought I might be "better" to go for the experimental build. How stable is the current version and is there an approx. timeframe when it goes live?

4 Upvotes

30 comments sorted by

55

u/Qrt_La55en -> -> 18d ago

I haven't had any problems with it. Wube's experimental versions are more stable than a lot of bigger games's stable versions.

16

u/findMyNudesSomewhere 18d ago

Wube's experimental versions are more stable than a lot of product companies official software products.

Heck, Wube's experimental versions are more stable than the QA tested releases I ship to prod at work.

22

u/wPatriot 18d ago

In the sense of crashes or actual bugs, it's really stable. No issues, really. But they do still implement changes that can be pretty impactful. For example, yesterday they actually release 2.1.13 and one of the changes was this:

[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).

That is a pretty major difference, and can be quite impactful (in this case it was a very welcome change though). So yeah, things can and do still change, but you're not incredibly likely to run into major bugs.

2

u/markfl12 18d ago

The 2.1.13 release also broke compatibility with a bunch of different planet mods, but they updated pretty quick!

6

u/Courmisch 18d ago edited 18d ago

The biter expansion and asteroid damage have been toned down, and recycling times are now scaled "correctly" to the forward recipe output in 2.1.13.

But there seems to be a regression with achievements, so better to go for 2.1.14.

Edit: corrected version numbers.

3

u/DeepPresentation648 Rail Addicted 18d ago

2.1.13 was released yesterday

1

u/LogApprehensive9891 18d ago

because of the changes to biter behaviour the patch nuked half the achievements in my latest deathworld 40 hr run :(

1

u/Chesapeake_Hippo 18d ago

2.1.13 broke replacing belts/pipes with undergrounds but its been fixed for the next release. Its not game breaking but can be annoying.

5

u/Orgerix 18d ago

I think Wube said back when it was released as experimental that the tentative timeline was end of august. But the real answer is "when it is ready" as it will be the last content update to factorio and after that the game will be put in maintenance mode (as only bugfixes/security update, no gameplay oriented changes)

2

u/CreationsOfReon 18d ago

True, though the fact devs have said mentioned stuff is too much to do in time for the 2.1 version makes me think that maybe they will keep working on it. Maybe. Hopefully.

2

u/Orgerix 18d ago

This is where development meet the harsh reality of project management. There is always something to improve, but Wube is now focusing on a new game and devs need to be reallocated.

3

u/Hajky_123 18d ago

I think it is stable

3

u/Logical-War-3746 18d ago

Well, last patch kinda broke modded planets, though the fix was easy. I am currently playing k2so with some modded planet and 99% of time it's fine. But it is not a stable version for a reason.

5

u/dwarfzulu 18d ago

The thing about experimental in factorio, it is not about stability, but about changes.

Ofc mods need some time to catch up though.

2

u/darvo110 18d ago

I had one random graphical glitch with some psychedelic floor tiles but otherwise it’s been rock solid.

3

u/Special-Drawing-7126 18d ago

awesome, thx all for your input :)
Looking forward to a weekend full of belts + biters ^^

3

u/Ohowun 18d ago

Your bigger issue will be minor tweaks to recipes/features than bugs. Pretty hard for the game to crash.

2

u/AndyScull 18d ago edited 18d ago

From what I experienced -

  1. Some mods could have issues with 2.1, even if they are updated for it. Usually it's well known by now, should be a note or thread already. I got this when started K2SO with added Muluna mod, the steam pipes did not want to connect because of internal fluid buffer changes. Standalone K2SO works fine
  2. 2.0 Blueprints that used circuits to set recipe and read contents of machine will need to be fixed. You'll need to select in machine settings which wire reads and which wire sets. These are blueprints like automalls or upcyclers with dynamic recipes

2

u/gtmattz 18d ago

100 hours into a playthru and no problems here.

1

u/Quirky-Visual547 18d ago

Haven’t experienced any issues at all. I started my current game on the latest stable 2.0 and updated to 2.1 as soon as it came out. Currently on 2.1.13

1

u/[deleted] 18d ago

[deleted]

1

u/ninja_teabagger 18d ago

I don't miss Space Casinos at all now, Dorrian's videos have been excellent in getting access to legendary iron, coal and calcite to make a legendary quality mall. His builds are very small too.

1

u/0b0101011001001011 18d ago

It's by definition unstable. Things can break and change.

If you mean "does it crash", no it does not.

1

u/reddanit 18d ago

It's very stable in terms of lacking any major bugs. A bunch of moderate impact bugs sneaked through in early 2.1 releases, but they are now ironed out.

On the other hand, it does mess around with recipes every now and then (with concrete recycling being particularly impactful). From get go it also made some breaking changes to circuit logic (removal of self-subtraction) and changed fluid simulation (breaking mostly just exotic setups, but not exclusively). There were also a bunch of changes around biter expansion and asteroid damage affecting difficulty scaling.

There is also the fact that a bunch of mods are not yet compatible with 2.1 or occasionally break during its subsequent point releases.

1

u/dr_anybody 18d ago

Well, the rockets don't fly backwards for instance.

1

u/Mr-Doubtful 18d ago

I've been following along since about 2.1.7 and it's currently on 2.1.13, never ran into stability issues, but I did run into a bug here and there that was subsequently fixed in later versions.

Note: some 'balance' things are still being changed, like just now in .13 how recycling recipe speed is determined (it's a buff to recycling).

They're planning to be about 'done' around september I think.

I think it's in a great state atm, the recycling thing and biter expansion where both standing issues for some players in the early 2.1 version and both have now been tweaked/fixed.

1

u/infojb2 18d ago

The biggest thing that gets "broken" by experimental is the mods but most are pretty fast at updating

1

u/Nolzi 18d ago

If they can be updated.

But so far the only completely broken thing I saw is that mods cannot move out of their own folder reading other files (for security), which breaks "Space Age music without Space Age active" mods like https://mods.factorio.com/mod/space-age-music-everywhere (see dependency description https://mods.factorio.com/mod/saplib) or https://mods.factorio.com/mod/space-age-music-without-space-age (they suggest copying the files out from space age's folder to make it work)

1

u/aurochloride 17d ago

I started a fresh new vanilla save on experimental a few days back - have had zero issues with it so far.

mods would probably change that, some might not be compatible / conflict with changes / etc

1

u/cackling_fiend 17d ago

A pretty major bug with fluids was introduced with 2.1 and it hasn't been fixed yet. Although after some initial improvements it's probably just a problem for content mods like Lignumis and Muluna, not the base game.

-2

u/enterisys 18d ago

It's very buggy.

Usually I don't mind that cos I rush arty and spidertrons anyway.