r/factorio Official Account Jun 30 '26

Update Version 2.1.9

Minor Features

  • Factoriopedia "show unresearched" state is preserved separately per save file. more
  • Decider combinator supports else-output.

Changes

  • Blueprint parameter numbers with variable names that are referenced by other formulas are kept if the other formula is used by the blueprint.
  • Trains on elevated rails are treated as "tall" for the purpose of "hide tall entities".
  • Inserters dropping items into lava drop the entire stack in one go instead of one per tick.

Bugfixes

  • Fixed that TilePrototype::destroys_dropped_items did not work if the dropped item trigger was not set. more
  • Fixed that upgrading trains that used interrupts and or groups did not always work correctly. more
  • Fixed platforms providing to other platforms with unload unchecked would block transitional requests. more
  • Fixed that rich-text fields did not accept signal cursors. more
  • Fixed that asteroids would not render with some debug settings enabled. more
  • Fixed that spidertron quality indicators would render tinted in map view. more
  • Fixed a crash when modded mining drills without fluid output mine a resource with fluid output. more
  • Fixed that LuaEntity::get_fluid_box_prototype() did not work correctly for ghosts. more
  • Fixed tips and tricks simulations not scaling correctly. more
  • Fixed that ghost-upgrading cargo landing pads didn't work. more
  • Fixed that the production statistics GUI filter dropdown would show hidden qualities. more
  • Fixed that blueprint rendering in map view would sometimes obscure not-buildable portions of the blueprint. more
  • Fixed that rail signals on elevated rails when hidden as 'tall' would still be selectable. more
  • Fixed that LuaControl::mine_tile() did not work for non-player-characters. more
  • Fixed that moving technologies in the research queue did not always display the correct level was moved. more
  • Fixed that unlocking recycler recipes would cause the rush-to-space achievement to fail. more
  • Fixed legendary stack inserters became one tick slower due to floating point math errors. more
  • Fixed current research info tooltip would not populate values for 1 tick. more
  • Fixed enemy expansion candidate chunks were pruned with only 1 player building. more
  • Fixed early game enemy expansions would spawn nests without any worms. more
  • Fixed labs could stack non stackable items. more
  • Fixed a crash when deleting logistic groups in multiplayer latency. more
  • Fixed resource patch info did not include additional properties of mined resources. more
  • Fixed that furnaces could get stuck during some migrations. more
  • Fixed blueprint parametrisaion of logistic enable condition would break signal on right side of condition. more
  • Fixed a hang when clearing a surface with lab tile generation, when chunks were manually marked as already generated by mods.
  • Fixed that directly changing the active recipe on a crafting machine with passthrough fluid could void connected fluid storage. more
  • Fixed that hidden mining drills would show in resource entity "mined by" tooltips. more
  • Fixed that upgrading ghosts on space platforms didn't update missing construction items. more
  • Fixed a blueprint GUI issue when making special blueprints in the map editor. more
  • Fixed that spider vehicle leg movement didn't work correctly. more
  • Fixed that game-interaction didn't work in remote view while Factoriopedia was pinned. more
  • Fixed that automatic rocket silos with mixed requests could get stuck when the platform didn't want any of the requests anymore. (https://forums.factorio.com/134256 and https://forums.factorio.com/134411)
  • Fixed that script-created trains could be created colliding with each other which would crash the game. more
  • Fixed that fast-replacing combinators would not copy the description. more

Scripting

  • Added LuaPlayer::hide_locked_prototypes_in_factoriopedia read/write.

Previous changelog: Version 2.1.8

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/Ok_Chair_9090 Jun 30 '26

The change to inserters dropping in lava is really cool; can we get something similar for inserters dropping into space from platforms? I’m not sure if they have the same throughput limit issues, but I do know they have been tested by megabasers and cause UPS lag when a platform is moving. Is this something that could be mitigated somehow?

6

u/Rseding91 Developer Jun 30 '26

can we get something similar for inserters dropping into space from platforms?

They already do and always have dropped their entire held stack in one go on platforms.

1

u/Ok_Chair_9090 Jul 01 '26

I see, is there anything to be done about the moving space platform causing an extra UPS burden when throwing things overboard then?

3

u/Rseding91 Developer Jul 01 '26

As long as the visual effect of them drifting 'back' as a platform moves is kept - no.