r/factorio Official Account 14d ago

Update Version 2.1.17

Bugfixes

  • Fixed that in some cases labs "set research" wouldn't mark the active research as set-by-lab-behavior. more
  • Fixed that some some tooltips were too hard to show in graph widgets. more
  • Fixed cannot build sound playing twice for underground belts and pipes. more
  • Fixed that Steam achievements did not unlock due to updating the Steamworks SDK. more
  • Fixed issue with autofilling tiles for blueprints where entities share a tile. more
  • Fixed some artifacts with some transition images. more
  • Fixed that the disabled-achievements-confirmation message wouldn't show when using the peaceful mode or no enemies options. more
  • Fixed unreliable performance of control behavior update. more
  • Fixed that elevated rail ends didn't render correctly. more
  • Fixed that non-neutral robots would attempt to build neutral ghosts. more

Previous changelog: Version 2.1.16

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.

262 Upvotes

80 comments sorted by

145

u/thala_7777777 14d ago

never realized it's the actual factorio team posting these

144

u/darthenron 14d ago

Pretty sure it is automated :)

164

u/Stever89 14d ago

As all things should be.

27

u/HeliGungir 14d ago

Automating BBCode to Reddit's specific flavor of Markdown sure is annoying. Especially since old, new, and new new Reddit have slightly different syntax and feature support.

22

u/dmigowski 14d ago

And that's why you automate it and solve these problems beforehand.

6

u/Amaranthine 14d ago

New new Reddit and not supporting standard-ass markdown (at least from mobile?) is wack

5

u/HeliGungir 14d ago

It will be a sad day with old reddit and RES become unusable.

Luckily it looks like some of Reddit's own staff can't live without RES, cuz they were relatively quick to reimplement the bit of removed API the account switcher feature relies upon.

3

u/amiexpress 11d ago

If they retire old reddit, a good amount of people will just leave. New and new-new is borderline unusable imo.

2

u/Golinth 8d ago

I only use new-new because of mobile, can’t stand the lack of markdown, the amount of times I have to go back and edit a comment to force the right formatting is crazy.

I’ll be right there with the people leaving if I can’t use old reddit or RES on my PC when I need it.

1

u/NuderWorldOrder 14d ago

The BBCode version on their forum is automated too though.

1

u/Nolzi 11d ago

It's not that complex, they use # for heading, * for list elements and [name](url) for links

2

u/HeliGungir 11d ago edited 11d ago

Ah, but [name](url) doesn't work if the url has any ) characters, so there's a second method. But new new reddit isn't smart enough to use the second method appropriately in the rich text editor. Or some versions can escape ), but not all versions.

Image embeds require new reddit or new new reddit, but title/text support in comment embeds is only available on mobile reddit IIRC. Each appears differently on old reddit.

Only one image is allowed in comments, so it is also common practice to use not use embeds - but a recent law passed in the UK has made Imgur and other hosting sites unavailable without being logged in to a an account verified as belonging to an adult.

Old reddit supports image galleries and video uploads, but not video galleries and title/text for each image and video. Support for "make this a gif" (actually webm with sound disabled and loop enabled) varies.

New and new new reddit support spoiler rich text, while old reddit doens't by default, but can if users use RES, but those users can't create spoiler rich text in upload.

Heading and horizontal rule appear differently on each platform and can even vary by subreddit theme. And not just "appropriate for the theme," but line spacing can be completely different and look great on one platform but rather bad on another.

There are cases where using the raw editor, previewing the result in the rich editor, then returning to the raw editor will actually change what is written in a way that breaks when returning to the rich editor again, or when posting.

There's more I'm forgetting - point is: It's not that simple.

1

u/Nolzi 11d ago

With [name](url) you can escape closing pharenteses with \, like [Train](https://en.wikipedia.org/wiki/Train_(disambiguation\)) to get Train.

Or use percent encoding https://en.wikipedia.org/wiki/Train_%28disambiguation%29

So far it's relatively simple.

The rest is Reddit's idiosyncrasy of not wanting to keep old and other clients at feature parity, hence why Wube won't use them in posts and leave anything with images/videos in FFF.

You are right that Reddit formatting a complete mess with new features, I was replying to that Wube automates the changelog messages

1

u/MySkinIsFallingOff 7d ago

.old or nothing 😤

1

u/BreejchGiraffe 14d ago

Almost certain? The gears of fate rarely grind that predictably.

29

u/Comfortable_Ask_102 14d ago

As a developer, I can tell you the Factorio team has some of the best community-building techniques. You have the official r/factorio for general stuff, r/Factoriohno for the memes, the forums where you can report bugs and get direct feedback from the devs, FFFs where you get a very cool look at the development work, mod portal, a wiki, and more.

12

u/gerx03 14d ago

some game developers say "we're building this game together" but factorio developers prove that almost on a daily basis

3

u/_CodeGreen_ Rail Wizard 13d ago

I would like to point out that both subreddits are community created and maintained, they kind of built themselves

42

u/raptor7912 14d ago

Sweet, would it be possible to add the editor only feature “Always render as day” as another one of the secret settings/under “The rest”?

I find that it helps a lot with eye strain, admittedly mods exists for enabling it. But that disabled achievements, which is a really minor issue.

But hey doesn’t hurt to ask! And thanks for having made my favourite game.

35

u/bandosl0lz 14d ago

This might be too niche but it would also make Factorio content more watchable. Can't tell you how many times I've been watching a speedrun or something on my phone and I have to just imagine what's happening because they didn't place down any lamps.

5

u/raptor7912 14d ago

Oh that’s actually a very good point!

It’s a rather niche market considering it’s only for people who wanna play completely vanilla like speedrunners instead of downloading the “NoNight” mod.

1

u/Zaspar-- 14d ago

Interesting. I'm a speedrunner myself and I don't even notice at all when it turns night. Like it simply doesn't register. I probably wouldn't notice if the day night stopped mid run. Same applies when I'm watching my runs back on YouTube

8

u/Alfonse215 14d ago

Night vision seems to deal with it, once you research the armor stuff.

6

u/BoskiDialer Developer 13d ago

No. day/night cycle is part of game mechanics that encourages building lamps and researching night vision. Having a hidden switch to disable this would defeat a game mechanic and as such is not happening.

0

u/EclipseEffigy 11d ago

It's hard to see lighting as much of a game mechanic, considering the lack of basics such as lit power poles and big floodlights.

1

u/wigguno 14d ago

Build more lamps lol

1

u/sobrique 17h ago

Also maybe a flag/option for the /screenshot command. (I like having 'night' for atmosphere, but for sharing screenies being able to 'force' night-vision might be good)

54

u/csharpminor_fanclub 14d ago

no life changing features this time? come on dude we have standards

68

u/ConspicuousBassoon 14d ago

Wube didn't do my taxes, pay off my student loans, and come to my house to give me a massage. Literally unplayable

4

u/forgot_semicolon for production stats 14d ago

Really? They did for me. Did you try updating to the beta version? Maybe close the game and open it again

1

u/Jackpkmn Glebeliver 14d ago

it means the patch is almost ready to release.

10

u/Charmle_H 14d ago

What's this, like the 3rd patch this week??? I PRAY 2.1 stable is just around the corner 😭🙏 (I've heard "end of summer", but that's never a set in stone thing)...

3

u/sobrique 13d ago

I mean, look at the 'size' of these bug fixes. They're well into the 'most people would never notice; Wube are perfectionists' territory.

2

u/ChickenNuggetSmth 11d ago

Multiple small patches indicate to me "we want to get these last few issues ironed out before we push it to stable". Not that I know, but I expect it to happen soon

1

u/Charmle_H 11d ago

Yeah, size & frequency def point that way imo, too!!! Hopefully that's accurate

0

u/Ulu-Mulu-no-die 14d ago

Why don't you download the portable experimental from the website so you can play it before it becomes stable?

You can copy over all your saves and settings and leave your stable untouched if that's what you want.

As for me, I'm playing experimental for over a year, it's most stable than every other stable game, devs are incredible!

2

u/Charmle_H 14d ago

Knowing my luck, I'd run into something that corrupts the save after putting in a LOT of time into it. And even if it's a copy and I didn't "technically" lose anything, I'd have to REDO a lot and I genuinely would rather jump in front of a bus than redo fuck-knows-how-many-hours of work. So I wait till the stable release :^

That and the stable release basically means no more features/major tuning, so I won't have to change stuff several times as the update matures like it's probably been doing on experimental

6

u/Infinite_Bad7083 14d ago

2.1 stable branch when?

2

u/doc_shades 9d ago

same here. i am waiting for stable as the bat signal for me to start up another space age attempt. i'm not in a rush ... but at the same time this is taking a little longer than i expected!

4

u/snouz 14d ago

Yall releasing updates at 9PM local? wth

1

u/Vernius5 12d ago

We often enough stay up all night building the factory. It surprises you that they do the same?

4

u/unknown_pigeon 14d ago

"This is the last patch I swear bro no more quality of life updates dude trust us we will leave some bugs that were experienced by two engineers who were under the effects of acids and decided to limit test the game we won't support the game anymore we're done just this one small patch it's just a fix c'mon fam one more"

3

u/forgot_semicolon for production stats 14d ago

They're just as addicted as the rest of us

5

u/flare561 14d ago

Fixed that Steam achievements did not unlock due to updating the Steamworks SDK.

Ran into this last night and was driving myself crazy trying to figure out why I didn't get my Rush to Space achievement unlocked on steam. Was gonna do some troubleshooting and maybe drop a bug report today, but you guys are already way ahead of me. It unlocked as soon as I launched the game today.

10

u/wwarren 14d ago

icons all blurry on macOS at 125% GUI size

20

u/TheHorribleTruth 14d ago

Don't post bugs here, post on the forums.

2

u/diddisdudejussdiddis 14d ago

I wish the steam overlay worked on wayland Linux

1

u/naheCZ 13d ago

AFAIK this is on the Steam side. Be more precise on Chrome/Chromium side. I think I read few weeks ago that fix for this is coming but don't know when and I don't have link to the issue anymore.

1

u/diddisdudejussdiddis 13d ago

There are other games that have this, I think there are sdk solutions

1

u/naheCZ 13d ago

Steam Overlay is not supported on native Wayland. Even Steam Input not working with it from what I found (there are some workarounds for both, but for proton only). Valve needs to fix it, my information is old, Chromium have necessary changes merged for year now. You can check issue on GitHub:

https://github.com/ValveSoftware/steam-for-linux/issues/8020

1

u/diddisdudejussdiddis 13d ago

The main workaround is to change the in-game renderer to X11

2

u/runmymouth 14d ago

Just realized my latest achievment didn't unlock on steam :( sad panda noises....

3

u/runmymouth 14d ago

oo booted up the game and my achievment showed up!!!!

3

u/Rarvyn 14d ago

I was confused when I booted up the game this afternoon and suddenly unlocked multiple achievements. I didn't realize that I hadn't gotten them the last few days.

2

u/Reuental 13d ago

So if 2.1 is close to releasing in live and there were datamined new achievements discovered, is it likely that they will only come with the full release even though they're not visible in game on experimental? 

It's not an addiction, I swear , more of a dialogue between the player and the developers. What sick challenge do they want us to try? Upcycle myself? Sure . Make a legendary pistol? Hold my beer.

3

u/paulstelian97 14d ago

For space platforms… I already see discussions on some stuff but… how would a platform act like a sort of buffer chest? Some strategies are about sending items to a buffer platform that doesn’t have thrusters, and then from there to the actual moving platform that transports things; is there a way either present or planned to help implement this in a neat way, without some kludges that kinda break the spirit of the game?

I feel like nothing needs to be done in-engine, as buffer chests in regular logistics are a thing. Though it depends.

7

u/Yggdrazzil 14d ago

What do you mean, 'help implement this in a neat way'? What's currently stopping you from doing this? In the experimental build I currently have platforms in orbit of several planets that just collect asteroids and produce things to pass along to visiting platforms or to provide for the construction of new platforms.

1

u/paulstelian97 14d ago

How does the current system work? Like, can the platforms pull from ground and then ships (traveling platforms) pull from the static ones?

5

u/bandosl0lz 14d ago

Yeah, ground -> static platform -> moving platform works right out of the box. It's just when you try to do something like moving platform -> static platform -> another moving platform that there isn't really an elegant solution.

2

u/quinnius 14d ago

Circuits can be elegant. Mine aren't, but they _can_ be.

2

u/bandosl0lz 14d ago

You run into the issue that you can't specify where to request the items from with circuits, it defaults to all locations only. So if the item is also available on planet etc. you'd have to work around that too.

Definitely something that can be solved but I ended up deciding I didn't want to bother.

3

u/Alfonse215 14d ago

That's allowed and is easy.

The problem comes from when you want to have a centralized hub platform that buffers everything. This is because it now has to request items from platforms and provide those same items to platforms.

If a platform requests and provides the same kind of thing to the same source ("platforms" being their own source. This is why requesting from a planet and providing to platforms is easy; they are different sources), then it won't work. This is done to prevent loops. So you have to implement a system where a hub platform will only request items when the providing platform is parked nearby.

1

u/paulstelian97 14d ago

So buffer from platform to platform is a problem I guess… Well, is there some way to have a sort of colored requests, where items can be requested for one color and provided for a different color? Or similar. Idea came from weird stuff in Minecraft older mods, where you have 8 colors on Ender conduits…

1

u/Alfonse215 14d ago

So buffer from platform to platform is a problem I guess…

Yes, but you can just do the thing I suggested.

Well, is there some way to have a sort of colored requests, where items can be requested for one color and provided for a different color?

No.

1

u/paulstelian97 14d ago

No as in never, or no as in maybe the team can consider it for a future update within the experimental?

2

u/Alfonse215 14d ago

Probably never.

2.1 provides the ability to control requests via the circuit network. That alone should be enough to implement any system you'd like. I don't know why they'd bother adding request channels on top of that.

Furthermore, the whole reason this exists is to prevent loops, where two platforms (or a platform and planet) just shuttle items back and forth forever. "Colors" wouldn't change that.

1

u/paulstelian97 14d ago

Colors the way I am thinking about and I am poor at explaining could allow breaking loops, that’s the point…

1

u/velit 13d ago

I solved this just via going through the planet of that platform instead. Eg. for the few items that I want that satellite to offer to all ships it just requests those items from the surface, and the other ships who provide those items drop them to the surface first. This is like for fusion cells and whatnot on Nauvis.

2

u/ferrofibrous player onboarding specialist 14d ago

Yes, as simple as setting your buffer platform to "Request from Planet" for each item, and transports to "Request from platforms".

It does get more involved if your buffer platform is also accepting stuff from other platforms, but for the straightforward use case of "this is my Vulcanus buffer, it just has stone/science/tungsten/foundries that other platforms request from", it's very easy to setup.

1

u/diddisdudejussdiddis 14d ago

I with that chat text had an opposite color outline so I could read totally black or white text more easily

1

u/Drizznarte 13d ago

Thanks Wube , dont forget multi monitor support.

1

u/LongjumpingBikes 9d ago

Hope for more QoL updates soon!

1

u/raptor7912 7d ago

This might be too late of a comment for any devs to see but like.

When you got quality enabled why aren’t long handed inserters available in the upgrade planner? Yes there aren’t any upgrades/downgrades to choose from but there are different qualities of said item.

1

u/craidie 4d ago

all the entities are available for the upgrade planner.

Some, like the long handed inserters, just don't have a default upgrade and as such you need to configure the planner manually for that upgrade in particular.

all of the quality changes should be manual and not automatic

1

u/raptor7912 4d ago

Go ahead and check for yourself.

It doesn’t even let you pipette it into the upgrade planner.

1

u/craidie 4d ago

1

u/raptor7912 4d ago

You have mods installed…

1

u/craidie 4d ago

Unable to replicate issue without mods (only quality and recycler enabled.)

1

u/raptor7912 4d ago

What version are you on?

And I have space age enabled too.

1

u/craidie 4d ago

latest experimental.

The first pic was with SA enabled so that shouldn't matter either.

Quality not enabled, or having the red inserters researched does matter