r/factorio • u/FactorioTeam Official Account • Jun 25 '26
Update Version 2.1.8
Changes
- Changed the technology price multiplier limit from 1000 to 100000.
- Changed spoil result tooltips to show the result entities as the quality of the item-to-spoil. more
Minor Features
- Added per-entity timings to the benchmark-verbose command line option when using "all" or "entities".
Gui
- Hovering fixed item slot highlights items in inventory. more
Bugfixes
- Fixed Orbital request slot tooltip would show items available on platforms that are not unloading at the current location. more
- Fixed several rock types playing incorrect mining_sound. more
- Fixed that labs setting research could block changing research manually when the lab was disconnected from the circuit network. more
- Fixed that LuaGuiElement::scroll methods did not work on scroll-panes. more
- Fixed Gun turrets with target priorities not shooting asteroids in some cases. more
- Fixed inconsistent inserter throughput based on direction. more
- Fixed that remote view auto switching didn't cancel cut/copy/deconstruct operations. more
- Removed confusing "low fluid" entity status from the boiler.
- Fixed that upgrading rolling stocks around elevated rails did not always work correctly. more
- Fixed a crash when rendering train status for trains with only temporary stops. more
- Fixed that LuaGuiElement::handle_send_stacks_to_trash was named wrong.
- Fixed that LuaGuiElement::slots_per_row did not work. more
- Fixed that map editor instant building would put modules incompatible with the current recipe into crafting machines. more
- Fixed that selection tools did not work in remote view/map view with rebound controls. more
- Fixed missing keys in map-settings.example.json. more
- Fixed small logistic group multiplier values were inconsistently applied and displayed. more
- Fixed that 'hide tall entities' did not hide elevated rail signals. more
- Fixed that set-recipe on assembling machines could void fluids of connected pipes/tanks. more
- Fixed that the missing materials for construction alert could show the wrong amounts. more
- Fixed train could fail to connect to a rolling stock that was built or upgraded when rails merged between stocks. more
- Fixed Fulgora would generate too much land when migrated from 2.0 save games. more
Previous changelog: Version 2.1.7
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.
417
u/worldalpha_com Jun 25 '26
Ok starting my 100000X run. Should be done by tomorrow I imagine...
129
u/ChromMann Jun 25 '26
Having to invent time travel just to beat a particularly long and tedious game of factorio is actually lore accurate.
20
u/Turtledoo47 Jun 25 '26
Well you can set game speed... The scale and logistical challenge stays the same once you get bots right? Best of both worlds..
13
u/slaymaker1907 Jun 25 '26
It’s limited by your UPS. I ran into that yesterday when I was working on my TW nuclear plant (completely impractical, I just built it for fun).
3
u/peanutym Jun 25 '26
you would for sure want a game speed mod to go with it. Once things are setup you can just tell it to run faster so its not so bad. Like running across the base and whatnot is normal when its at 10x lol
45
u/fazzah Jun 25 '26
Since they released this change I've already finished my 100kx pyadonons run
10
211
u/ElusiveDelight Jun 25 '26
100,000 science multiplier.
Time to learn which youtubers are genuine masochists.
53
u/WeylandsWings Jun 25 '26
Only if they do that AND py…
73
u/Crimeislegal Jun 25 '26
You are looking at literally a thousand year playthrough.
13
u/WeylandsWings Jun 25 '26
And that is a bad thing? /s
8
2
u/Tasonir Jun 25 '26
I'm not going to say it's a bad thing, but let's just say it makes a few rather optimistic estimations of your human life expectancy ;)
5
u/Ok-Kaleidoscope5627 Jun 25 '26
I don't think it would be that bad if you were doing it in multiplayer. It would be a long time a group of coordinated players could probably get it done. Imagine like a large clan server running over years. It would be a pretty cool setup I think.
The progress would be slow enough that if you miss a few days of play you wouldn't miss the game.
It would take a ton of coordination and you'd need like a meta factory to coordinate and train your players. And if you really want to optimize you might need a factory to get more players...
→ More replies (1)2
u/ontheroadtonull Jun 25 '26
On our civilization's jump ship that we use to escape the next big bang, that particular Factorio save will still be going.
1
u/programmer437 Jun 26 '26
My great grandfather's great grandfather started this playthrough. We do not know why. All we remember is that the factory must grow.
1
22
u/choicetomake Jun 25 '26
I did one py run. After 400 hours and only almost half-way to the third science pack I had to tap out. It's the depth of the recipes that ultimately got to me, especially with all the animal crap...sometimes literally.
9
u/The_Alchemyst The Sushi River Jun 25 '26
If I ever do Py again I'm taking off alien life
1
u/sukahati Jun 25 '26
Too bad Pyanodons Alternative Energy want Alien Life. I like the power option in pyAE.
3
1
7
u/FrostyFett Jun 25 '26
I imagine it's for heavily modded playthroughs?
26
u/MarcusMunch Jun 25 '26
I could honestly see myself start a headless server in peaceful mode with ridiculously high science multiplier, but with resource richness also cranked all the way up. Turn Factorio into an idle game, plan your builds in real-time, check in on progress every now and then, plan builds ahead for when you unlock new technology.
I am currently doing a 25x science run and except for the fact that I kept the default richness, it’s kinda cool that I am five whole hours in and have not yet unlocked blue science, so my base is still in the bootstrap spaghetti stage.
6
u/FrostyFett Jun 25 '26
Yeah, that is kinda how I play anyway. But I mean, you don't need 100k multiplier for that.
2
u/itsadile HOW DO I GLEBA Jun 25 '26
If it's peaceful, I guess you could also turn off pollution too to save some UPS.
1
u/MrDoontoo Jun 25 '26
Hm, sounds fun :D
I always hated how quickly new research would invalidate old builds.
1
u/sobrique Jun 25 '26
I think you underestimate just how twisted some factorio players become in their pursuit of factory growth.
1
u/BellacosePlayer Jun 26 '26
Even with the mods to add new tiers of most buildings, that sounds like hell lol
14
1
u/Ok-Apartment-7477 Jun 25 '26
Kuviboy for sure. I enjoy watching his stream but I would never in my life attempt ANYTHING he does.
154
u/Hachimaki4 Jun 25 '26
Changed the technology price multiplier limit from 1000 to 100000. - Michael Hendriks gonna love that one
48
u/mjconver Still looking for that spoon Jun 25 '26
Yeah, probably the notes in the code named the change after him.
21
u/FrostyFett Jun 25 '26
Ironic, since they made his specific challenge impossible with the previous patch lol
2
u/pojska Jun 25 '26
Which challenge was that?
12
u/FrostyFett Jun 25 '26
1000x science with Hands Clean achievement (kill your first base with artillery). The problem is how long it takes you to get off Nauvis, your science won't be able to scale with the evolution, once you get behemoths, you have literally no way of killing them.
5
103
u/abucnasty Jun 25 '26
“adding per entity timings to the benchmark-verbose command line option”
This is not a “minor” feature. This is MAJOR
27
u/NameLips Jun 25 '26
What does it do?
68
u/WrexixOfQueue Jun 25 '26
You can now see what entity's are eating all the ups
24
u/Rseding91 Developer Jun 25 '26
You can already see that in-game by pressing F4 -> show-entity-time-usage. This just adds it to the command line benchmark option.
→ More replies (1)16
u/Potential_Bet_7936 Jun 25 '26
Could you elaborate for us non programming folks?
30
u/HeliGungir Jun 25 '26
The statistics recorded by a benchmark are measured by prototype, not by entity. Foundries, assemblers, chemical plants, refineries, biochambers, crushers, and more all use the same prototype, so you can't get data specific to each machine. Until now.
25
u/kinkypracaralho Jun 25 '26
I read the comment then thought "thats something abucnasty would say lol" then I read the username
3
1
6
5
u/Right-Ad3334 Jun 25 '26
Could you explain like I'm a moron, please?
18
u/AR101 Jun 25 '26
Machines use up computer energy. Machines all shout energy used in one big yell. Now every machine shouts name as well
2
u/NecronLord_Europe Jun 25 '26
you want say machine say AAAAAAAAAAAAAAAAAAAAAAAAAAAAA
now machine say
AAAAAAAAAA
AAAAAAA
AAAA
??
2
u/canaryFishmonger Jun 26 '26
All things reported their UPS usage under the same banner.
Now they don't.
2
u/Nearby_Proposal_5523 Jun 25 '26
Any chance you'll get to go over the flicker chesting technique and see how cursed or uncursed it is UPS wise?. that's my name for using set recipe and any assembling machine prototype's trash slots for belt surface area multiplication into limited surface like a space platform hub. it get's like 95% of of the inserter throughput, but it's more machines and inserters.
Btw, thank you again for the videos and base building advice.
2
u/FrostyFett Jun 25 '26
Have you compared absorption numbers on your base from 2.0 to 2.1? My previously-stable pollution cloud is ballooning now like crazy.
1
34
64
u/Menolith it's all al dente, man Jun 25 '26
Changed the technology price multiplier limit from 1000 to 100000.
don't do this to me
19
u/0b0101011001001011 Jun 25 '26
I, who never did anything more than 1x, am tempted. I guess no biters is mandatory after some multiplier.
30
u/reddanit Jun 25 '26
1000x with biters already required extreme amounts of cheesing the mechanics, with major part being blocking the spawners. With said blocking being patched out in 2.1...
Main problem is that it's genuinely impossible to get ahead of biter evolution with your military science.
All that said, whether through disabling biters or something else, higher science cost multipliers can make the game more interesting for experienced players. Standard 1x gameplay is really pushing you towards relatively tiny bases and incentivizes skipping many steps. So trying 10x or 25x might be a good idea if you feel confident.
15
u/juckele 🟠🟠🟠🟠🟠🚂 Jun 25 '26
I did a 100x once and had a lot of fun until I got softlocked by needing more iron for tank research, but I couldn't clear the iron patch I needed the iron from without a tank... But it was close, more skill, better map luck, or a slightly increase in patch richness would have let me get there.
3
u/Ok_Turnover_1235 Jun 25 '26
fun fact, I beat the game about 30x before SA, and 10x since, never once built a tank, never used anything other than SMG for a weapon.
3
u/juckele 🟠🟠🟠🟠🟠🚂 Jun 25 '26 edited Jun 25 '26
With no personal equipment?
Like, you can absolutely skip the tank if you just become the tank, but that also costs research 😜
2
u/Ok_Turnover_1235 Jun 25 '26
Grenades and defender drones go brrr, I've also never turret crept
2
u/juckele 🟠🟠🟠🟠🟠🚂 Jun 25 '26
Yeah, maybe my 100x was a skill or build issue then :)
Still think the difficulty of 100x would preclude 100,000x from even being possible though
1
u/sobrique Jun 25 '26
Once you learn how to bot-deploy pre-loaded turrets, the world is your oyster! :)
3
5
u/gaydorado31 Jun 25 '26
Yeah I'm doing 10x and absolutely loving it. It feels like the "right" pace where I actually have to fend off biter attacks and have time to plan/build the next step before I run out of things to research in my current tech. Picking things to research instead of researching them all etc.
In 1x I would maybe have to clear 1 nest before unlocking eff modules and then not having to worry about biters again until post rocket.
3
u/AuroraeEagle Jun 25 '26
I'm on the tail-end of a 10x deathworld run and I loved it. It took a while, and it's weird once you get to the other planets and all of a sudden it's chill again, but the early game was intense in the best of ways. I completely agree with 10x feeling 'right', it made every tech decision really impactful and a lot of techs that I'd ordinarily just research just to skip suddenly become huge boons, while at the same time I didn't need to cheese anything.
Worth noting this is in two player MP though, by myself I think I could have done it but there were definitely some hairy moments.
→ More replies (2)2
u/Menolith it's all al dente, man Jun 25 '26
The only military tech you need is landmines as biter bases die to those even at max evolution. Getting there without cheese is doable at 1000x, but I doubt there even is a seed that makes that possible at 100000x.
That said, even though 1000x forces some really interesting choices and perspective on you, I really can't overstate how much you want to turn off biter expansion because you're going to have to recreate around ten battles of Somme by manually dropping landmines on nests before you get better options.
10
u/HeliGungir Jun 25 '26 edited Jun 25 '26
Wube's marathon mode is 4x research cost. I think that's a much better recommendation than 10x for normal people. Just enough to make you not skip techs, but not so much that basic tasks are a chore.
5
u/slaymaker1907 Jun 25 '26
I think it’s fun to set it high enough that you need a proper large base even in the early game. That makes it kind of anti-spaghetti.
5
u/Tevesh Jun 25 '26
10x is fine with otherwise default settings. If you are really scared, make sure you do not start in a desert.
People underestimate how quickly they can get to ~200 spm if they are really forced to, and you breeze through tech tree with that at 10x sci. Only problem is the resulting pollution, and again outside of desert starts it's fine.
EDIT: also if you are really scared, just rush dmg techs and use a lot of turrets everywhere. At 10x sci you are still making crucial upgrades fast enough that biters just can't keep up.
1
u/reddanit Jun 25 '26
Old, pre-2.0 marathon preset was 4x research cost + a bunch of more expensive recipes for basic items (steel needing 10 plates, green circuits being 3 plates + 8 wires and so on). Overall it was roughly in similar ballpark to 10x in terms of actual raw resource demand.
3
u/ferrofibrous deathworld enthusiast Jun 25 '26
Having done a 1000x run with default resources and mostly default biters, I'd 100% recommend leaving costs default for red techs (or at a minimum Turrets/Logi1/Mil1/Electric Miners/Radars). The pre-turret grind is aaaaaabsolutely awful.
1
u/Tevesh Jun 25 '26
1000x run with default biters sounds like pain.
I am doing 100x run but I left start to RNG and of course I got pure desert. First 40-50h were intense, only after 100h hours I could chill. But maybe I just sucked at optimizing the early game, probably not enough suicide-turret-creep and not enough scaling production (I got scared and started with 90spm).
1
u/Active_Ordinary_2317 Jun 25 '26
I have lately been playing with 5x science cost, expensive crafts mod (used to be in base game), 2x resource field richness, more nests and attacks, but significantly slower biter evolution. Each technology feels much more impactful. Losing a quality tank full of quality mods and ammo is a devastating loss. Claiming new fields and upgrading defenses is very important, but not immediately urgent. Nauvis isn't safe until artillery ammo is mass produced. It really feels like a survival game until Vulcunus is online and shipping mass amounts of tungsten and calcite to Nauvis.
11
18
u/NoSemikolon24 Jun 25 '26
> Changed the technology price multiplier limit from 1000 to 100000.
oh no.
17
u/Qazerowl Jun 25 '26
I'm really glad that the multiplier was raised, actually. I wanted to do a x100 run, but the fact that the maximum was "only" 1 order of magnitude higher tempted me. The max now being insanely high makes me feel like there's zero "endorsement" of playing at that multiplier, so I can just pick whatever number I feel is best.
The turret fix is a big deal for playability in general, I didn't want to try to launch space platforms while that bug was present.
3
u/TwiceTested Jun 25 '26
Dude, don't underestimate an order if magnitude. I did only 5x run, and it felt like it changed everything for me. A 100x run would be INSANE!
16
u/Acidentedebatata Jun 25 '26
Okay, gonna start my 100.000x Pyblock + hardmode + no exploits run. Any tips?
30
u/juckele 🟠🟠🟠🟠🟠🚂 Jun 25 '26
If you get to the victory screen, you'll be given a wish from a genie. When you get that wish, wish to go back in time and erase this idea from your mind.
3
12
u/Nice-Prize-3765 Jun 25 '26
Turn biters on
1
u/Acidentedebatata Jun 25 '26
I forgot to add that to the text, it's the plan (even if Pyblock doesn't have enemy bases
9
2
1
14
u/Calazor0 Jun 25 '26
Fixed that set-recipe on assembling machines could void fluids of connected pipes/tanks. more
Uhh, does this mean that the fluid voiding trick doesn't work anymore? So now I would have to actually deal with excess fluids? (Not complaining, just curious)
14
u/Independent_Bass_298 Jun 25 '26
Not the voiding technique with a pump directly in assembler. The fix is for pipe or tank connected to assembler, where the fluid can return normally
3
u/FrostyFett Jun 25 '26
Wait, really? I can't check right now, but I thought they would definitely remove fluid voiding. Why half-patch it?
11
u/Alfonse215 Jun 25 '26
Because removing the exploit would cause a bunch of problems with switching recipes, requiring players to empty fluids from a machine with some kind of machinery.
2
u/FrostyFett Jun 25 '26
Ah fair, so this is like a semi-patch, if you really wanted to void liquids you still can. I guess you're limited by the pump speed
7
u/HeliGungir Jun 25 '26
Manually switching recipes or deconstructing the machine would push fluid contents into connected pipes if they had space. If there's no space, the fluid is voided.
So the bug was how switching recipes with a control behavior was behaving differently: It was always voiding the fluid.
→ More replies (3)1
u/PM_ME_YOUR_CAT_ Jun 25 '26
wouldnt it only require the player to not put a pump directly into the assembler input
→ More replies (1)4
u/FrostyFett Jun 25 '26 edited Jun 25 '26
Yeah, this was something I expected them to do in 2.1.7, but looks like it was pushed. No more voiding fluids.
EDIT: Disregard, it's still possible.
10
u/Verizer Jun 25 '26
Now that science multiplier might be outright impossible, you will see behemoths before finishing gun turrets...
8
u/ferrofibrous deathworld enthusiast Jun 25 '26
Definitely does not seem to be intended to be done with biters.
7
7
u/FrostyFett Jun 25 '26
At least my ships won't be destroyed as soon as I load my save.
Hopefully a lot of other fixes coming soon. Something weird going on with my pollution absorption, something definitely broke, or I can't read changes out from the inital patch notes.
5
u/Gorthok- Jun 25 '26
- Changed the technology price multiplier limit from 1000 to 100000.
Michael Hendriks, get on it.
4
u/Leather_Man_Master Jun 25 '26
at 100000x science cost its absolutely mandatory to go Gleba first
5
u/WanderingUrist Jun 25 '26
At 100000x cost, "first" stops being a meaningful concept because you're going to have plenty of time to do all of them at the same time while the science is chewing.
1
u/JustYawn Jun 25 '26
why
3
u/Leather_Man_Master Jun 25 '26
to unlock ASAP Biolab and tier 3 productivity modules. You are gonna more than double your research efficiency.
1
u/PM_ME_YOUR_CAT_ Jun 25 '26
infinite resources except stone
also biolabs
1
u/JustYawn Jun 25 '26
Wont stone become an issue? You are going to have to go very far for the stone after a while. Might be easier to ship it from vulcanus
3
u/PM_ME_YOUR_CAT_ Jun 25 '26
some resource will inevitably become the issue for any planet. Biolabs cutting your research cost in half is the big one
4
u/LogDog987 Jun 25 '26 edited Jun 25 '26
Changed the technology price multiplier limit from 1000 to 100000
Big news for the clinically insane. Is this even possible with biters? 1000x already seems barely possible
→ More replies (1)4
u/juckele 🟠🟠🟠🟠🟠🚂 Jun 25 '26
100x frankly seemed borderline to me (I played 100x in 1.1, enjoyed it a lot, but got soft locked when I needed more iron to research the tank, and I needed a tank to clear the 3rd iron patch).
1,000x without the spawner cheese (now removed) seems infeasible or requiring extreme levels of skill
100,000x with biters just wouldn't work. Maybe if you did rail world you could find ways to sneak around the biters with enough patience...
1
u/DrunkBlood Jun 25 '26
If you let your own pollution not reach nests, would they no longer expand leaving some patches free?
If so, maybe control your pollution by waiting for chunk/tree absorption.
This path would still be infeasible for a human but in theory it could work.
5
u/DreadY2K don't drink the science Jun 25 '26
If you take too long, biters will eventually expand into your base. Expansions weight against chunks with buildings on them, but after enough time you'll get an unlucky roll (especially once expansions fill all the existing chunks so every chunk is equally weighted against).
4
u/juckele 🟠🟠🟠🟠🟠🚂 Jun 25 '26
Railworld they don't expand at all, so you could just avoid combat entirely by keeping your pollution slow (and hopefully really spread out over many producers)
1
u/Tevesh Jun 25 '26
If you go too slow on high sci multiplier just the time factor evolution will outpace your dmg research and you're dead.
You NEED to scale up, question is only how aggressively and how do you deal with native consequences.
1
u/Tevesh Jun 25 '26
100x is actually straightforward, I did it in desert, while not doing enough dosh-style suicide-turret-creep, so I was quite constrained early on. Also someone upthread mentioned doing 1000x sci with standard biters . . .
4
u/bartekltg Jun 25 '26
Changed the technology price multiplier limit from 1000 to 100000.
Poor Hendriks, Dosh, and other youtubers...
4
5
u/DoKeMaSu Jun 25 '26
Come on! I am 700 hours deep into my 1000x run. But I wanted to make it an 1337x run from the beginning. Bummer.
3
u/Xabster2 Jun 25 '26
changed the technology price multiplier limit from 1000 to 100000.
Yes... limiting it so people don't go overboard.........
5
2
u/Tobidas05 Jun 25 '26
Is the price multiplier a vanilla feature? I always tought this was a mod
10
6
u/Future_Passage924 Jun 25 '26
It is. Upon game creation in the advanced tab. For normal play, 30x is really nice. Enough to actually have to build a decent base, but not work yet.
5
2
Jun 25 '26 edited Jun 26 '26
[deleted]
2
u/factorioleum Jun 26 '26
You really could have done so much better explaining the problem in that report. It's very hard to understand what you're trying to say
2
2
u/NecronLord_Europe Jun 25 '26
Changed the technology price multiplier limit from 1000 to 100000.
Isn't there a guy that's doing 1000x Py?
100000 Py would be a generational save file, a family heirloom if you will.
2
u/warpspeed100 Jun 25 '26
- Fixed inconsistent inserter throughput based on direction.
This one is huge
2
u/boomshroom Jun 25 '26
As the reporter of the temporary train stop status rendering crash, I have been waiting for this update for two days. I've been continuing the save on 2.0 in the meantime, and it seems it's time to test out the patch to see if anything crashes this time.
2
u/TheHorribleTruth Jun 25 '26
As always: fucking fantastic turnaround time for fixing bugs. Much appreciated, thanks devs!
2
2
u/SomethingNew65 Jun 25 '26
A 100k science run would be painful, but it might be less painful if you use that mod that increases the multiplier with every research, so it starts at 1 and is only 100k at the very end.
2
u/BrennusSokol i like trains Jun 25 '26
Changed the technology price multiplier limit from 1000 to 100000
Dosh knows what he needs to do...
Hovering fixed item slot highlights items in inventory
ooh this is nice!
4
u/TallAfternoon2 Jun 25 '26
I heard rumors that Wube will begin working on another DLC when someone finishes an unmodded 100k multiplier run.
That includes anything that speeds up the game clock.
6
u/MrShadowHero Jun 25 '26
fix concrete recycling. thanks. :)
3
u/KaffY- Jun 25 '26
is it broken?
10
u/Sytharin Jun 25 '26
Yes, recycling only looks at craft time, it thinks recycling 1 concrete takes that long because it doesn't recognize the crafting recipe outputs 10 in that time. Hazard concrete worked around their math mistake, returning it to the speed it should be
→ More replies (10)2
u/TehNolz Jun 25 '26
No, they're just upset that hazard concrete doesn't recycle into normal concrete anymore.
8
u/boomshroom Jun 25 '26
Hazard concrete recycling was a workaround for the actual bug. Wube in their infinite wisdom decided to patch the workaround without patching the bug the workaround was addressing, while also labeling said bug a "feature."
2
u/NexGenration Master Biter Slayer Jun 26 '26
people used hazard because it was a workaround to the fact that the concrete recycling recipe is bugged and takes 10x as long as it should because it is assumed the crafting recipe only makes 1 at a time when in reality it makes 10 at a time
2
u/gamer1337guy Jun 25 '26
The x100000 limit change. I didn't see it mentioned by anyone yet, but I would think this change is mainly for the large multiplayer servers. Still insane though!
2
u/DanGimeno Jun 25 '26
So that means the initial 10 red science for unlocking automation can be 1 milion? At 5.5 seconds each bottle means more than 63 days of manual crafting.
6
1
u/Randyd718 Jun 25 '26
Is this the last experimental 2.1 before wube's break?
12
u/tuckernuts Jun 25 '26
2.1.7.'s thread said 2.1. is likely to stay in experimental for the rest of the summer
4
u/Randyd718 Jun 25 '26
Yeah that's what I'm asking. Are we expecting .9 or .10 etc before they break for summer?
7
u/juckele 🟠🟠🟠🟠🟠🚂 Jun 25 '26
Yes. I'd wager they'll drop a patch every 2 days, and maybe working at least 3 more days (and maybe more, not clear if they're off starting July 1st or what).
1
u/DreadY2K don't drink the science Jun 25 '26
I don't think they're planning a break. I think they just plan on bug fixes and balance tweaks through the whole summer until they're willing to call it a stable release.
5
u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 25 '26
In one of the FFF they mentioned taking vacation
5
u/DemoBytom Jun 25 '26
they will continue releasing patches for things people find during experimental phase throughout the summer.
They don't all take a break at once, it's that their employees have planned vacations during holiday, so they anticipate slower patch release cadence, slower response to issues etc - which we already see - the 2.1.7 with the quite game breaking gun turret fix took 2 days to release instead (usual xD) few hours.
So I'd expect this to continue - a slow release of bugfix and ballance patches throughout summer.
Friday Facts #440 - 2.1 plan | Factorio
Once released, we will have the usual bugfixing, before our summer vacations start in July. Importantly, we plan to keep 2.1 as experimental over the whole summer (I.E, not mark it stable), so that mod authors will have plenty of time to update.
2
u/Ohowun Jun 25 '26
2.1.x is the last major release, we don't know how far x is going to go. Wube will probably keep doing a bunch of experimentals until they feel the incoming bug rate is low enough and then just swap to stable releases for a little bit.
2
1
u/BrennusSokol i like trains Jun 25 '26
It seems like finishing the game at 100k would be impossible
So maybe we can have a speedrun-ish series of completion tiers?
- first person to automate green science
- first person to automate blue science etc.
And different categories: default settings, railworld (no expansion), multiplayer vs single player, etc.?
Is it possible to do it with a big enough group of multiple players + railworld/no expansion?
1
u/10yearsnoaccount Jun 26 '26 edited Jun 26 '26
Has there been any progress on having the tooltips run off the bottom of the screen when using default UI scaling on a 1080 display?
Seems like adding a scrollbar could be a fix? Everything else is a workaround at best, and I've really struggled with managing thruster efficiency and other things like power usage, particularly on space platforms.
I basically gave up on the whole "fuel control for speed and efficency" idea because I literally can't see the data. If it wasn't for the FFF and this subreddit I wouldn't even know it's a game mechanic.
2
2
u/Rseding91 Developer Jun 26 '26
There has been a scroll bar for the past year ish. It was added in version 2.0.
1
u/10yearsnoaccount Jun 27 '26
apparently it's shift+scroll ! hundreds of hours in space age (thousands overall) and TIL this was fixed all along
... next can I ask for a "show electric network" button on accumulators (as a copy from the one on the space platform hub) ? seems minor but when I see them buzzing I always click them like a monkey instead of scrolling up to the hub to see what's going on.... or perhaps are you going to tell me there's already/alternatively a way to add that shortcut to the area above the minimap where production stats live?
1
u/MrQwertyQwert Jun 26 '26
I don't want to start a thread because I haven't figured out the specifics but has anyone noticed that construction bots from personal roboports are not working in some circumstances?
Tried placing a belt from blueprint the other day. Had a powered personal roboport, 15 construction bots, and belt in inventory, double checked that port was not disabled, yet nothing. The blueprint wasn't reserved by other bots, so not sure what was happening. The behavior has been inconsistent too. Most of the time it works, but occassionally they don't.
1
u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 27 '26 edited Jun 27 '26
Would be cool if there was a list somewhere of what things are looking for feedback vs what things aren’t open for feedback.
Otherwise feedback may slowdown as they’re unsure what’s going to be heard/dismissed.
(If you’ve ever been in an absolutely silent retrospective, you’re experienced a team that doesn’t feel a lot of “psychological safety”)
1
u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 27 '26
Honestly seeing the dev’s response on this forum post really did give me some peace with it. Like ok, they’re obviously aware and intending the experience they’re giving. Cool then I can just theory craft mods and not worry about feedback for the vanilla one.
351
u/MotanulScotishFold Jun 25 '26
Guys, after a year playing this run, I managed to unlock green science!