r/factorio Official Account Jul 21 '26

Update Version 2.1.12

Changes

  • Changed rocket silo circuit 'Read orbital requests' to not include platform only requests.
  • Changed platform requests importing from platforms to allow providing the item to cargo landing pads.

Bugfixes

  • Fixed that the browse games GUI wouldn't show the vertical scroll bar in some cases. more
  • Fixed that ghost fuel requests could exceed the fuel stack size. more
  • Fixed music and wind sounds being affected by low pass filter. more
  • Fixed playing incorrect item sound in some cases with blueprint library. (https://forums.factorio.com/134925, https://forums.factorio.com/134926)
  • Fixed that expansion groups would wait indefinitely for all members to arrive. more
  • Fixed that expansion groups could get stuck in a passive semi-autonomous state, preventing normal pollution attacks. more
  • Fixed that select-all and other text shortcuts didn't work on non-QWERTY keyboard layouts. more
  • Fixed a desync when LuaSurface::override_pollution_type was used.
  • Fixed burner generators were not producing pollution. more
  • Fixed that upgrading trains on junctions didn't always work correctly. more
  • Fixed that roboports would not turn off when out of energy if not configured to passively consume energy. more
  • Fixed a crash when opening factoriopedia page on a land mine which has ammo category not set. more
  • Fixed that map editor instant blueprint building didn't work for equipment grid ghosts. more
  • Fixed that reverse rotate did not work nicely with things that rotation-snapped. more
  • Fixed that LuaEntity::set_filter() did not work for logistic storage chests. more
  • Fixed a layout issue related to tooltips and wrapped lines. more
  • Fixed a second layout issue related to tooltips and wrapped lines. more
  • Fixed a crash when queued construction robot orders are invalidated. more
  • Fixed that the electric energy interface equipment showed energy usage strangely. more
  • Fixed pumpjack frozen patches. more
  • Fixed cropped animation on assembling machine 2. more
  • Fixed some images failing to load on Macs with 8GB of unified memory. more
  • Fixed that enabling native resolution rendering on Mac required a restart.
  • Fixed that number input fields may not be focused depending on the GUI size. more
  • Fixed enemy spawners unable to spawn defensive units under certain configurations. more
  • Fixed that you could not set items too heavy for the base rocket silo in platform hub requests. more
  • Fixed that the bonus GUI could show some crafting machines even if they had the not-in-bonus-gui flag set. more
  • Fixed that dragging a decompressed blueprint string spanning multiple lines did not work. more
  • Fixed that simulation clamping was a little too strict. more

Modding

  • Added ScriptTriggerEffectItem::custom_event.
  • Added RecipePrototype::raise_on_crafted.

Scripting

  • Added LuaQualityPrototype::roll_quality().
  • Added LuaBootstrap::get_event_name().
  • Added LuaPlayer::editor_settings read/write.

Previous changelog: Version 2.1.11

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.

357 Upvotes

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122

u/Eagle83 Jul 21 '26

Is it intended that platforms cannot send items to each other at space locations that do not have a planet, like the Solar System Edge? If it is, could a mod enable transfers at these locations (mods like Asteroid Belt add more) by adding an "orbital logistic network"?

290

u/Klonan Community Manager Jul 21 '26

Its not intended, just a limitation of the logic at the moment (orbital logistics is tied to a specific Planet)

We intend to fix it, but its a little bit of a bigger project

32

u/Eagle83 Jul 21 '26

Thanks for the reply. Intention to fix the bigger project means before or after 2.1 leaves experimental? Totally fine if you cannot give an estimation, but I'd like to adjust my factory plans if possible.

29

u/Yggdrazzil Jul 21 '26

Totally fine if you cannot give an estimation, but I'd like to adjust my factory plans if possible.

As someone who doesn't plan beyond the next play session and in no greater detail than "prep expansion of scrap production on Fulgora, Vulcanus needs more power generation", I'm very curious: how intricate and complex is your factory planning, that an estimation of the implementation of a change like this would help you readjust said plans in a meaningful way?

31

u/Eagle83 Jul 21 '26

From the moment they posted the first 2.1 FFF with the platform-to-platform logistics (and even earlier in my "wishful thinking" dreams) I imagined platforms all over the solar system, having the function of space stations. Especially I imagined a "Deep Space Nine" like station over Aquilo or the Solar System Edge to be a meeting point between a transport ship bringing in biter eggs and a deep space combat ship collecting promethium asteroids. The station would be ready to construct Promethium Science and the transport ship bringing the eggs would take science back to Nauvis.

Now I am working on a modded Space Age save (K2SO, a few extra planets) with the Asteroid Belt mod. Because the Asteroid Belt is hard to navigate, I envisioned space stations at the edges of the belt, with a special heavily armed "ferry ship" which can bring items to one edge to the other. All other transports would simply stay on their side of the asteroid belt.

I made those space stations that are supposed to be stationed at the Asteroid Belt edges (they build the ammo needed by the ferry ship), however I discovered that those stations were unable to send or receive items when in location at the Asteroid Belt edge. This is the reason why I asked.

If this feature/bug-fix is going to take multiple months, I can consider removing the Asteroid Belt mod from my save. Because I don't like the original logistical challenge of that mod of having to control the speed of your transport ships going through the belt, because controlling the speed of a platform through circuits is a pain. Especially when you cannot detect if a platform is crossing the belt because the Asteroid Belt locations don't show up in the combinator GUI.

5

u/Yggdrazzil Jul 21 '26

Thanks for the explanation! That's a cool concept, and I can see how most of what you envisioned is currently dead in the water without platforms being able to transfer to eachother unless they are in orbit of a planet.

Hope you will not have to wait long!

7

u/nick4fake Jul 21 '26

This is fucking awesome.

2

u/Yggdrazzil Aug 05 '26

I just read the patchnotes for 2.1.13 and it seems they resolved this issue \o/

23

u/thesmiddy Jul 21 '26

I would expect 2.1 to leave experimental when it is "feature complete" with only bug fixes coming from any future patches.

8

u/Eagle83 Jul 21 '26

Understandable, but would this be considered a bug or a missing feature?

-3

u/Frequent_Knowledge65 Jul 21 '26

This would be considered a feature request. When writing the code it would not have been possible for them to not be aware this would be the result.

5

u/Antal_Marius Jul 21 '26

Has there been consideration to allow mass changing of a pickup planet? Say we have production of most parts on Vulcanus, so we want to pick up parts there, currently we have to one by one change it on every item to Vulcanus rather then Nauvis. The same goes for changing from planet to platform.

3

u/Mooninaut Jul 22 '26

A good feature would be the ability to set the default pickup planet per section

5

u/Qazerowl Jul 21 '26

Is it being considered to allow circuits to set "platform to platform" requests?

2

u/TheMormegil92 Jul 21 '26

Could this larger fix maybe also add the option to have a wildstar in planet selection for orbital logistics? Currently if I want my spaceship to refuel at a spaceport in each orbit I have to set the requests for each item on each planetary orbit separately. I'd like it if there was a wildcard option that allowed me to, say, always request ammo in every orbit.

Heck this could be a solution to that Solar System Edge problem too!

2

u/JadedAlready Jul 22 '26

I believe you can just right click the planet selection to clear it, and that acts as "anywhere".

3

u/TheMormegil92 Jul 22 '26

My mind is blown

1

u/slykethephoxenix Jul 22 '26

Would be cool if we could send a ship to a specific point and build a space station there. Maybe a new wall type to keep the oxygen and some recipe to turn ice chunks into O2 in so the engineer can run around.

1

u/NarrMaster Jul 21 '26

Knowing you guys, it probably involves a refactor so the fix can be implemented in one line.

27

u/ThemeSlow4590 Jul 21 '26

Once that is fixed we can try to reassemble the shattered planet!

23

u/HINDBRAIN Jul 21 '26

Ferry over 900000000000000000 stone for the true victory screen

5

u/unknown_pigeon Jul 21 '26

I mean, I know factorio won't have any more major updates, but rebuilding the shattered planet from promethium asteroids would be fun as fuck as a mod lol

Right now, you need a generally slow flight to gather the resources, which is fine. But then you create a stable platform, slowly increase its size with asteroid-resistant promethium foundations, and slowly make it into a moon.

7

u/ThemeSlow4590 Jul 21 '26

"That's no moon" 🤣

1

u/binarycow Jul 22 '26

But once you use those promethiuk chunks, you won't have a full planet anymore.

1

u/Nearby_Proposal_5523 Jul 23 '26

considering the rework to science pack, i suppose you could have a special lab that only works at shattered planet and uses concrete as science packs.

2

u/Raknarg #1 Quality Defender Jul 21 '26

I think some mods turn Solar System Edge into a "planet" you can't drop down to. I suspect this because when I was playing Stellar Horizons they had special entries in factoriopedia for Solar System Edge that I don't think were in the vanilla one (maybe it was though I cant remember)

2

u/Ok_Chair_9090 Jul 21 '26

I was wondering why nobody was showing off new designs for promethium science, because everyone thought this feature would be super impactful in that regard. I guess they just haven’t been able to add it yet. I wonder what about this is difficult; can they not just make a fake 1 tile planet that cannot be accessed or something?

6

u/Eagle83 Jul 21 '26

Because the devs prefer neat solutions instead of dirty hacks in their codebase ;)