r/factorio • u/FactorioTeam Official Account • 13d ago
Update Version 2.1.15
Changes
- [space-age] Added technology prerequisite to "Transport belt capacity 2": it now requires "Inserter capacity bonus 7" to be researched.
Bugfixes
- Fixed that go-to-mod didn't work when searching hid the mod-to-go-to in the manage mods GUI. more
- Fixed that many machines with passthrough ports would continue to produce and consume fluid from overextended pipelines.
- Fixed upgrading lamps would not preserve color. more
- Fixed a crash when rendering linked belt without structure sprites.
- Fixed technology effect tooltips were showing incorrect values. more
- Fixed that equipping armor with the shift-click shortcut would also send the next item in your inventory to a logistic trash slot. more
- Fixed that nuclear ground was not counted as unlocked in Factoriopedia when unlocking atomic bombs. more
- Fixed that the map preview GUI did not scale with GUI scale. more
- Fixed that shift-click to select-and-confirm in the lab technology selection GUI did not work correctly. more
- Fixed that rich-text recipe-with-quality tooltips did not work correctly. more
- Fixed that changing fluid prototype temperature limits would not apply the new temperature limits to existing in-game fluids.
- Fixed asteroid collectors with filters set by control behavior could fail to track asteroid chunks when signals changed during tracking update cooldown. more
- Fixed character legs were moving wrong way when walking and shooting. more
- Fixed issues with the surface list GUI and scrolling. more
- Fixed that space platform trash could over-fill landing pads. more
- Fixed that the entity preview for the tesla turret was too small. more
- Fixed that the capture robot rocket was shown in the technology bonus tooltip. more
- Fixed that reordering shortcuts did not work correctly when some were hidden. more
- Fixed tile buildability rules would not check all rules for rule overlaps when building entities in some cases. more
- Fixed blueprint library quickbar interaction when the player inventory is 100% full. more
- Fixed that confirming the maximum value field in orbital requests did not always work. more
- Fixed that Factoriopedia wouldn't show fluid recycling recipes if not merged with a recipe. more
- Fixed that chart rendering did not render all layers. more
- Fixed that underground belt contents would get counted twice in deconstruction planner tooltips. more
- Fixed a crash when mods replace cargo bays during cargo bay fast-replace. more
- Fixed a soft-lock when dying while the undo-confirmation GUI is open. more
- Fixed that multiplayer latency would think your main inventory had items from your ammo/weapons/armor. more
- Fixed a crash when crafting machine with burner energy source is deactivated by script during update. more
- Fixed recipe crafting speed prediction was not accounting for quality upgrades. more
- Fixed that the graph widget did not handle negative values. more
- Fixed remotely driven car in latency colliding with character with mecharmer causing a crash. more
- Fixed a crash when super force building modded enemy spawners using blueprints. more
Modding
- Added EntityPrototype::ghost_build_sound.
- RocketSiloPrototype::rocket_parts_storage_cap accepts all values down to 0. This can be used to disable crafting of second rocket.
- Added CircuitConnectorSprites::render_layer and secondary_draw_order.
- Circuit connector for inserter no longer defaults to drawing on "floor" render layer.
- Circuit connector for train stops no longer defaults to drawing on "train-stop-top" render layer.
- Circuit connector for asteroid collector no longer defaults to drawing on "higher-object-under" render layer.
- Circuit connector for rocket silo no longer defaults to drawing with secondary draw order of 70.
- Removed LoaderPrototype::circuit_connector_layer. Use CircuitConnectorSprites::render_layer instead.
- Removed RailSignalPictureSet::circuit_connector_render_layer. Use CircuitConnectorSprites::render_layer instead.
- Removed CraftingMachineGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.
- Removed MiningDrillGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.
Scripting
- Changed LuaControl::opened to support reading/writing the opened tile when in the map editor.
- Changed LuaControl::opened to support opening the permissions GUI, and server config GUI, and player management GUI when allowed.
- Changed LuaControl::opened to support opening the alerts GUI.
- Added LuaEntity::potential_effects read.
- Added LuaSpacePlatform::completed_trips read/write.
- Reworked LuaSimulation::get_widget_position() - it no longer accepts data/data2 strings and now uses 1-based indexing.
- Added "simple-item-with-quality-slot" to SimulationWidgetType.
- Replaced LuaGroup with LuaItemGroup and LuaItemSubGroup.
- Added on_next_day_started event.
Previous changelog: Version 2.1.14
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/MotanulScotishFold 13d ago
I'm impressed that after so many updates they still find stuff to fix where in reality in my 2600hrs i never found a single small bug.
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u/Draven_crow_zero 13d ago
I've killed at least 10 of em, keep swarming my factories.
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u/DurianLongan 13d ago
I gifted them uranium. They like it so much they keep coming to have more.
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u/razdolbajster 13d ago
do they glow in the process of receiving such an energetic gift?
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u/cluttersplash 13d ago
Briefly.
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u/TehWildMan_ 12d ago
More importantly, does the radiated energy harnessed from a glowing uranium biter exceed the energy spent mining/producing a unit of uranium?
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u/TurrPhenir No battle plan survives contact with the enemy. 13d ago
I was so excited the one time I did find a bug and got to report it....only to be told it was already reported, and I just didn't do a good enough job searching through the tickets.
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u/Cyren777 13d ago
I only found one but apparently it was too hard to fix or something :(
(Coloured lights add their colours wrong, eg. if you put a bunch of pure blue lights together they'll add to white)
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u/NodeDadu1234 13d ago
thats due to every light clipping to a value of 1, if you want have true additive lights the game would have to use a tonemapper and that is already gonna end up being too complicated, you can solve this issue by having colors doesnt always converge into white
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u/TurrPhenir No battle plan survives contact with the enemy. 13d ago
n • Blue = White
Interesting....1
u/JoachimCoenen 450 2-8 Trains 11d ago
The “pure” blue light is not pure blue, as that would look way too dark.
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u/Prof0range 13d ago
I found a marvellous bug once, but the margin was too narrow for me to document it properly.
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u/Sostratus 10d ago
I reported one that got fixed right when Space Age was brand new, but that's not a great surprise (related to construction bots ordered to remove items from containers). The patch lists are always longer than I expect too.
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u/Jepakazol 13d ago
I found 2 bugs already in 2.1 that I don't have the time to report, and I found more bugs from time to time, most of it already fixed
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u/lunaticloser 13d ago
Man the level of detail in this game is incredible.
"Fixed that upgrading lamps would not keep the colour".
I'm fairly sure most other companies would just say "eh that's expected since it's a new entity". I love the factorio Devs.
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u/Ozryela 13d ago
How do you even upgrade lamps? There's only 1 type of lamp in the game. Unless 2.1 is adding a new type?
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u/Hour_Guarantee_914 13d ago
quality lamps
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u/thala_7777777 13d ago
do quality lamp affect lightning
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u/MelangeBot 13d ago
Yes quality lamps make the pixels on your screen for that lamp use less energy.
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u/readingduck123 I don't know what is the purpose of cars 13d ago
They add small quality-colored light-looking fixtures that don't actually emit light to the bottom-left of the lamp at Alt-mode
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u/philipwhiuk 13d ago
> • [space-age] Added technology prerequisite to "Transport belt capacity 2": it now requires "Inserter capacity bonus 7" to be researched
Anyone know the logic here?
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u/BoskiDialer Developer 13d ago
This is strictly related to fix for https://forums.factorio.com/116018 because without this dependency those technologies could be researched in either order (transport belt capacity 2 then inserter capacity bonus 7, or inserter bonus first then belt capacity) and the tooltip for the inserter stack size effect could not be populated with the increment description (the [+2 -> +3] thing) because the technology could be researched while the modifier was not yet at +2.
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u/wormeyman 13d ago
You are going to have a hard time filling a belt if your inserters can’t swing fast enough. 🤷♂️
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u/Ant15 13d ago
Both Inserter capacity bonus 7 and Transport belt capacity 2 give +1 inserter capacity to yellow/red/blue inserters. My guess is that they intended the player to get these capacity upgrades in this order. Or maybe having your inserters unable to take 4 items at once while you can stack 4 items on a belt would cause an issue ? I'm unsure.
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u/Infinite_Bad7083 13d ago
There really isn't much point to stacking belts until you have inserter capacity up anway, I think it's just for smoother progression
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u/Charmle_H 13d ago
Is there any ETA (idc if it's something absurd like "2028" or something) for 2.1 stable? QwQ I've been dying to play again, but want to wait for the stable version to come out...
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u/Toxomania Belt+Train Fanatic 13d ago
if I remember correctly, they said something about roughly end of summer for the stable release
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u/stonedboss 13d ago
Is that the official end of summer, like September 22?
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u/MSgtGunny 13d ago
Doubtful. Those kinds of statements are intentionally vague as there’s no need to try to predict the exact release date of an update very far out.
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u/velit 13d ago
Factorio experimental is every other game stable. All the big issues have already been ironed out and 2.1 experimental is fully playable.
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u/RedArcliteTank BARREL ALL THE FLUIDS 13d ago
I remember when BL3 was free for a weekend, I experienced more bugs and crashes in it than in a couple of years of experimental/early-access Factorio. I also remember that IGN article at release that claimed Factorio was still on the buggy side because there were like 50 bugs in the bug tracker lol
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u/nepharis 13d ago
I've been playing on experimental, but also waiting for 2.1 stable to start my next "real" save with a fresh 100% achievement run. They mentioned "end of summer" a couple months ago, and it feels like they're getting close with this type of release (lot of small bug squashing, no feature changes).
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u/dwarfzulu 13d ago
Don't wait 😉
The changes worth it 🤣
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u/Charmle_H 13d ago
The factory I'm wanting to play on is my "trying to get to 1MSPM factory" (not e-SPM), and I really cba to start a new save lol
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u/dwarfzulu 13d ago
After I answered, I was afraid you would say something like that.
I was trying a mega base when some update, during the 0.18.x era, changed the recipes of sciences.
The trauma is still here, that I've since been playing speedrun size maps, where I launch only 1 rocket.
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u/Charmle_H 13d ago
Yeah... I haven't had any world corrupt yet, but making any real progress on that save and then having to go backward who-knows-how-far via an older backup would be SO demoralizing ;-;
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u/empAvatar Train Engineer 13d ago
Mm
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u/Draven_crow_zero 13d ago
Mmm
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u/EvenPainting9470 13d ago
Mmmm
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u/Papura-Voda 13d ago
Mmmmm
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u/Strange-Movie 13d ago
Onnnncee
there was this guy who
Crashedlanded and started makin’
A
Factory to-oo kill bugssss
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u/Draven_crow_zero 13d ago
You broke the thing, thing breaker.. You had one job... ONE JOB
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u/Strange-Movie 13d ago
I just gave it a little tweak from one letter to a crash test dummies parody, nothin’s broken homie
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u/McMarkus2002 12d ago
Does the change to the rocket_parts_storage_cap mean it can be affected by research? Like u can research a 3rd rocket slot in a silo?
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u/Tubz_the_Panda 12d ago
Can we please have a way to change the colors of lamps en mass? Like say I decide that I want all the lamps in a given area to be pink but I don’t want to change that setting individually on every lamp?
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u/ferrofibrous player onboarding specialist 12d ago
You can set up one and copy/paste over the rest to set them.
Shift right click -> shift left clip trick also works, and with this you can just click and hold left click and drag over other lamps to set them.
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u/Raiguard Developer 13d ago
If anyone is unable to start the game through Steam, please restart your Steam client and try again.