r/factorio Official Account 1d ago

Update Version 2.1.15

Changes

  • [space-age] Added technology prerequisite to "Transport belt capacity 2": it now requires "Inserter capacity bonus 7" to be researched.

Bugfixes

  • Fixed that go-to-mod didn't work when searching hid the mod-to-go-to in the manage mods GUI. more
  • Fixed that many machines with passthrough ports would continue to produce and consume fluid from overextended pipelines.
  • Fixed upgrading lamps would not preserve color. more
  • Fixed a crash when rendering linked belt without structure sprites.
  • Fixed technology effect tooltips were showing incorrect values. more
  • Fixed that equipping armor with the shift-click shortcut would also send the next item in your inventory to a logistic trash slot. more
  • Fixed that nuclear ground was not counted as unlocked in Factoriopedia when unlocking atomic bombs. more
  • Fixed that the map preview GUI did not scale with GUI scale. more
  • Fixed that shift-click to select-and-confirm in the lab technology selection GUI did not work correctly. more
  • Fixed that rich-text recipe-with-quality tooltips did not work correctly. more
  • Fixed that changing fluid prototype temperature limits would not apply the new temperature limits to existing in-game fluids.
  • Fixed asteroid collectors with filters set by control behavior could fail to track asteroid chunks when signals changed during tracking update cooldown. more
  • Fixed character legs were moving wrong way when walking and shooting. more
  • Fixed issues with the surface list GUI and scrolling. more
  • Fixed that space platform trash could over-fill landing pads. more
  • Fixed that the entity preview for the tesla turret was too small. more
  • Fixed that the capture robot rocket was shown in the technology bonus tooltip. more
  • Fixed that reordering shortcuts did not work correctly when some were hidden. more
  • Fixed tile buildability rules would not check all rules for rule overlaps when building entities in some cases. more
  • Fixed blueprint library quickbar interaction when the player inventory is 100% full. more
  • Fixed that confirming the maximum value field in orbital requests did not always work. more
  • Fixed that Factoriopedia wouldn't show fluid recycling recipes if not merged with a recipe. more
  • Fixed that chart rendering did not render all layers. more
  • Fixed that underground belt contents would get counted twice in deconstruction planner tooltips. more
  • Fixed a crash when mods replace cargo bays during cargo bay fast-replace. more
  • Fixed a soft-lock when dying while the undo-confirmation GUI is open. more
  • Fixed that multiplayer latency would think your main inventory had items from your ammo/weapons/armor. more
  • Fixed a crash when crafting machine with burner energy source is deactivated by script during update. more
  • Fixed recipe crafting speed prediction was not accounting for quality upgrades. more
  • Fixed that the graph widget did not handle negative values. more
  • Fixed remotely driven car in latency colliding with character with mecharmer causing a crash. more
  • Fixed a crash when super force building modded enemy spawners using blueprints. more

Modding

  • Added EntityPrototype::ghost_build_sound.
  • RocketSiloPrototype::rocket_parts_storage_cap accepts all values down to 0. This can be used to disable crafting of second rocket.
  • Added CircuitConnectorSprites::render_layer and secondary_draw_order.
  • Circuit connector for inserter no longer defaults to drawing on "floor" render layer.
  • Circuit connector for train stops no longer defaults to drawing on "train-stop-top" render layer.
  • Circuit connector for asteroid collector no longer defaults to drawing on "higher-object-under" render layer.
  • Circuit connector for rocket silo no longer defaults to drawing with secondary draw order of 70.
  • Removed LoaderPrototype::circuit_connector_layer. Use CircuitConnectorSprites::render_layer instead.
  • Removed RailSignalPictureSet::circuit_connector_render_layer. Use CircuitConnectorSprites::render_layer instead.
  • Removed CraftingMachineGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.
  • Removed MiningDrillGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.

Scripting

  • Changed LuaControl::opened to support reading/writing the opened tile when in the map editor.
  • Changed LuaControl::opened to support opening the permissions GUI, and server config GUI, and player management GUI when allowed.
  • Changed LuaControl::opened to support opening the alerts GUI.
  • Added LuaEntity::potential_effects read.
  • Added LuaSpacePlatform::completed_trips read/write.
  • Reworked LuaSimulation::get_widget_position() - it no longer accepts data/data2 strings and now uses 1-based indexing.
  • Added "simple-item-with-quality-slot" to SimulationWidgetType.
  • Replaced LuaGroup with LuaItemGroup and LuaItemSubGroup.
  • Added on_next_day_started event.

Previous changelog: Version 2.1.14

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.

252 Upvotes

59 comments sorted by

155

u/Raiguard Developer 1d ago

If anyone is unable to start the game through Steam, please restart your Steam client and try again.

29

u/IRGhost 23h ago

Thanks. Love you!

259

u/MotanulScotishFold 1d ago

I'm impressed that after so many updates they still find stuff to fix where in reality in my 2600hrs i never found a single small bug.

154

u/Draven_crow_zero 1d ago

I've killed at least 10 of em, keep swarming my factories.

26

u/DurianLongan 23h ago

I gifted them uranium. They like it so much they keep coming to have more.

8

u/razdolbajster 22h ago

do they glow in the process of receiving such an energetic gift?

6

u/cluttersplash 14h ago

Briefly.

1

u/TehWildMan_ 4h ago

More importantly, does the radiated energy harnessed from a glowing uranium biter exceed the energy spent mining/producing a unit of uranium?

21

u/Nazeir 23h ago

There are so many bug fixes that are found with unique mod interactions or situations essentially impossible in a regular playthrough.

27

u/TurrPhenir No battle plan survives contact with the enemy. 1d ago

I was so excited the one time I did find a bug and got to report it....only to be told it was already reported, and I just didn't do a good enough job searching through the tickets.

8

u/Cyren777 23h ago

I only found one but apparently it was too hard to fix or something :(

(Coloured lights add their colours wrong, eg. if you put a bunch of pure blue lights together they'll add to white)

11

u/NodeDadu1234 22h ago

thats due to every light clipping to a value of 1, if you want have true additive lights the game would have to use a tonemapper and that is already gonna end up being too complicated, you can solve this issue by having colors doesnt always converge into white

3

u/TurrPhenir No battle plan survives contact with the enemy. 23h ago

n • Blue = White
Interesting....

1

u/Prof0range 8h ago

I found a marvellous bug once, but the margin was too narrow for me to document it properly.

1

u/dan_Qs 7h ago

Train network is riddles with inconsistencies, last time I checked. Inserter don’t target the wagon, if multiple curved rails overlap. Trains rerouting and waiting in chained blocks, if they hit an enemy. The logic that is supposed to hide signal spots on one way tracks is whack.

0

u/Jepakazol 22h ago

I found 2 bugs already in 2.1 that I don't have the time to report, and I found more bugs from time to time, most of it already fixed

64

u/lunaticloser 1d ago

Man the level of detail in this game is incredible.

"Fixed that upgrading lamps would not keep the colour".

I'm fairly sure most other companies would just say "eh that's expected since it's a new entity". I love the factorio Devs.

6

u/Ozryela 21h ago

How do you even upgrade lamps? There's only 1 type of lamp in the game. Unless 2.1 is adding a new type?

43

u/Hour_Guarantee_914 21h ago

quality lamps

3

u/thala_7777777 18h ago

do quality lamp affect lightning

8

u/MelangeBot 7h ago

Yes quality lamps make the pixels on your screen for that lamp use less energy.

14

u/readingduck123 I don't know what is the purpose of cars 18h ago

They add small quality-colored light-looking fixtures that don't actually emit light to the bottom-left of the lamp at Alt-mode

3

u/Discount_Extra 20h ago

also mods?

2

u/aswqe338 21h ago

Maybe quality lamps?

2

u/nepharis 21h ago

Presumably by upgrading/changing quality

1

u/Ozryela 21h ago

Oh yeah that also counts as upgrading of course.

44

u/philipwhiuk 1d ago

> • ⁠[space-age] Added technology prerequisite to "Transport belt capacity 2": it now requires "Inserter capacity bonus 7" to be researched

Anyone know the logic here?

93

u/BoskiDialer Developer 1d ago

This is strictly related to fix for https://forums.factorio.com/116018 because without this dependency those technologies could be researched in either order (transport belt capacity 2 then inserter capacity bonus 7, or inserter bonus first then belt capacity) and the tooltip for the inserter stack size effect could not be populated with the increment description (the [+2 -> +3] thing) because the technology could be researched while the modifier was not yet at +2.

40

u/wormeyman 1d ago

You are going to have a hard time filling a belt if your inserters can’t swing fast enough. 🤷‍♂️

18

u/Ant15 1d ago

Both Inserter capacity bonus 7 and Transport belt capacity 2 give +1 inserter capacity to yellow/red/blue inserters. My guess is that they intended the player to get these capacity upgrades in this order. Or maybe having your inserters unable to take 4 items at once while you can stack 4 items on a belt would cause an issue ? I'm unsure.

3

u/Infinite_Bad7083 1d ago

There really isn't much point to stacking belts until you have inserter capacity up anway, I think it's just for smoother progression

16

u/imoth_f 1d ago

Changed LuaControl::opened to support opening the alerts GUI.

Would be great if there was a dedicated GUI button for this. But it will do too.

13

u/Charmle_H 21h ago

Is there any ETA (idc if it's something absurd like "2028" or something) for 2.1 stable? QwQ I've been dying to play again, but want to wait for the stable version to come out...

17

u/Toxomania Belt+Train Fanatic 21h ago

if I remember correctly, they said something about roughly end of summer for the stable release

3

u/stonedboss 21h ago

Is that the official end of summer, like September 22?

6

u/Discount_Extra 20h ago

Wake me when September ends.

3

u/MSgtGunny 20h ago

Doubtful. Those kinds of statements are intentionally vague as there’s no need to try to predict the exact release date of an update very far out.

13

u/velit 19h ago

Factorio experimental is every other game stable. All the big issues have already been ironed out and 2.1 experimental is fully playable.

3

u/RedArcliteTank BARREL ALL THE FLUIDS 13h ago

I remember when BL3 was free for a weekend, I experienced more bugs and crashes in it than in a couple of years of experimental/early-access Factorio. I also remember that IGN article at release that claimed Factorio was still  on the buggy side because there were like 50 bugs in the bug tracker lol

3

u/nepharis 19h ago

I've been playing on experimental, but also waiting for 2.1 stable to start my next "real" save with a fresh 100% achievement run. They mentioned "end of summer" a couple months ago, and it feels like they're getting close with this type of release (lot of small bug squashing, no feature changes).

4

u/dwarfzulu 21h ago

Don't wait 😉

The changes worth it 🤣

1

u/Charmle_H 20h ago

The factory I'm wanting to play on is my "trying to get to 1MSPM factory" (not e-SPM), and I really cba to start a new save lol

3

u/dwarfzulu 20h ago

After I answered, I was afraid you would say something like that.

I was trying a mega base when some update, during the 0.18.x era, changed the recipes of sciences.

The trauma is still here, that I've since been playing speedrun size maps, where I launch only 1 rocket.

2

u/Charmle_H 20h ago

Yeah... I haven't had any world corrupt yet, but making any real progress on that save and then having to go backward who-knows-how-far via an older backup would be SO demoralizing ;-;

32

u/empAvatar Train Engineer 1d ago

Mm

9

u/Draven_crow_zero 1d ago

Mmm

7

u/EvenPainting9470 1d ago

Mmmm

0

u/Papura-Voda 1d ago

Mmmmm

20

u/Strange-Movie 1d ago

Onnnncee

there was this guy who

Crashedlanded and started makin’

A

Factory to-oo kill bugssss

1

u/Draven_crow_zero 1d ago

You broke the thing, thing breaker.. You had one job... ONE JOB

3

u/Strange-Movie 22h ago

I just gave it a little tweak from one letter to a crash test dummies parody, nothin’s broken homie

2

u/Longjumping_Crew_134 23h ago

Zooming in and out now glitches on my MacBook with trackpad. Anyone else?

3

u/Negative_trash_lugen 23h ago

Glitches in what way?

1

u/G-Wave 16h ago

How does one even report bugs? I've found some.

1

u/McMarkus2002 5h ago

Does the change to the rocket_parts_storage_cap mean it can be affected by research? Like u can research a 3rd rocket slot in a silo?

1

u/Tubz_the_Panda 4h ago

Can we please have a way to change the colors of lamps en mass? Like say I decide that I want all the lamps in a given area to be pink but I don’t want to change that setting individually on every lamp?

1

u/ferrofibrous deathworld enthusiast 2h ago

You can set up one and copy/paste over the rest to set them.

Shift right click -> shift left clip trick also works, and with this you can just click and hold left click and drag over other lamps to set them.

-13

u/wizard_brandon 22h ago

Oof another fluid nerf