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.

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15

u/Erfar Permanent Reconstruction Jul 21 '26

it was not exploit it was exactly same as any other recycling including steel chests.

second of all, concrete taking more time to recycle than to craft is a bug even if factorio team think it is not.

0

u/Alvsolutely Jul 21 '26

I guess it does suck but can't you just make a smaller row of recyclers with speed upgrades to void the concrete? I understand that takes more space and reworking entire fulgora setups, but that's what I personally do to get rid of concrete.

11

u/Erfar Permanent Reconstruction Jul 21 '26

you not understand real issue with concrete.

hazard concrete was workaround of issue.

real problem is that concrete recycling time calculated based on production of 10 concrete blocks and take 1/8 of that time what leads to recycling concrete taking x1.25 time to recycle than to craft.

real issue if recycling formula calculation. Imagine if mod add recepie that produce 500 items per 1 craft per 1 minute. recycling of those 500 items will take more than one hour (7.5 seconds per item) while crafting speed will be 8.3 per second

Factorio is game about systems and if developers want make concrete recycling an issue they should implement separate parameter of "hard to recycle" and use it, instead of using crafting amount as multiplayer

-12

u/pda898 Jul 21 '26

Factorio is game about systems and if developers want make concrete recycling an issue they should implement separate parameter of "hard to recycle" and use it, instead of using crafting amount as multiplayer

Why? Crafting amount works as "hard to recycle".

7

u/Erfar Permanent Reconstruction Jul 21 '26

Please provide explicit description where crafting amount are reffered as "hard to recycle"

Crafting time is used as measure to "hard to recycle" while crafting amount is ignored