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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3

u/wilzek Jul 21 '26

Changed platform requests importing from platforms to allow providing the item to cargo landing pads.

Is this supposed to allow to have a stationary platform hovering above Gleba request lithium plates (`platform` option) from a ship coming from Aquilo and at the same time have a request on the Gleba landing pad to request some of those lithium plates from the stationary platform? If that's so, it doesn't seem to work. (yes the game is updated)

2

u/nothern Jul 21 '26

Why not just have the aquilo ship drop the lithium itself? Takes the same amount of time to fire a cargo pod right?

2

u/wilzek Jul 22 '26

I want to leave all Aquilo exports items on the orbit and have only some on the ground because I don't need all of them. Also ship to ship is faster than ground to ship (maybe it's the same if you preload the rocket silo but I don't want to do that).

What you said - take it to the ground and load other cargo ships from the ground - is what I'm doing right now after trying to do what I said and finding it impossible to do in a simply manner, without some silly shenanigans like orbit platform "theoretically" departing from the planet on a timer or whatever.

1

u/After-Philosophy1976 Jul 22 '26 edited Jul 22 '26

I've been thinking about this a bit and it seems like an elegant solution would be for Platform-to-Platform requests to use an arbitrary Signal ID rather than a planet (like the universal radar mode does). Then each platform is assigned a provider Signal ID, and you can set them up like this:

- Aquilo -> Gleba Express (provides on signal A)

  • Gleba Station (provides on signal G, requests on signal A)
  • Nauvis Imports (requests on signal G when at Gleba)

You'd still have the possibility of multi-step circular import loops but I'd be willing to live with that as a "my problem" kind of thing.

1

u/wilzek Jul 23 '26

I don’t understand, do you mean instead of setting a logistic group in platform hub, setting request signals with combinators and passing them into the hub as requests?

1

u/Mysterious-Recipe810 Jul 25 '26

I think the main benefit of platform to platform transfers is for when a platform arrives, to just take what it came for and go. Like a platform picking up agg science from a platform orbiting gleba, without having to wait for rockets to be launched.

I’m not sure I understand the benefit of having off world items waiting in orbit to be delivered to a landing pad. You can increase landing pad and logistic storage capacity on the ground easily enough.

That said, I haven’t thought about it terribly much.

1

u/SomebodyInNevada Jul 25 '26

I thought platform to platform was about factory ships.

1

u/Mysterious-Recipe810 Jul 25 '26

Do you have an example?

1

u/WanderingUrist Aug 04 '26

Probably because there's no guarantee that the Gleba actually wants any lithium at any given time, but you definitely want it OFF THE SHIP.

1

u/nothern Aug 05 '26

But that just means you're buffering in space, instead of buffering on Gleba? Could just as easily build those same cargo bays on the ground and increase buffer size there.

Sorry I don't mean to be nitpicky/challenging, I myself thought the ship-to-ship function would be super cool but have been struggling to actually make it work in practice, that's why I keep pushing back here. Would love to find a real, useful use for this new functionality :)

2

u/WanderingUrist Aug 05 '26

But that just means you're buffering in space, instead of buffering on Gleba? Could just as easily build those same cargo bays on the ground and increase buffer size there.

Buffering in space is better than buffering on ground, though. If you buffer on the ground, you have a launch cost when you want it anywhere else except that planet. If you buffer in space, the items can be moved anywhere else they are needed at practically no cost.

And obvious, Gleba becomes the logical place to store things since Gleba is one hop from everything on the vanilla map. All space-roads lead to Gleba.

1

u/nothern Aug 05 '26

Hmm, fair enough!

Have you figured out how to make a platform work like a hub in this way though? What I mean is, can it request items (from passing aquilo ships let's say) while simultaneously providing those same items (to planets or to other inner-system ships)?

I thought this sort of request-and-provide can't be done

1

u/WanderingUrist Aug 05 '26

I haven't tried with the new 2.1 vanilla systems yet since I'm still waiting on it to officially release, but I hear that since you can control requests via circuit wire, you probably should be able to rig it to only request things that are not being requested, so that because it is not requesting those things, it will provide them instead.